Player Skills
Low priority for brand-new players, but worth understanding over time as you level and master them — leveling mechanics, speed modifiers, Hideout bonuses, and all four skill categories.
Leveling
- A skill's maximum level is 51 (Elite). Stimulant/Provision status effects can temporarily push a skill higher, but never past level 60.
- Most skills grant a unique perk at Elite level.
- Points needed to reach level 1 is 10; each subsequent level requires 10 more points than the last, capped at 100 points per level.
- Some quests award skill levels directly — it can be worth delaying completion until a skill is at least level 9, so the reward grants the maximum possible number of points.
Leveling Speed
Each skill has a speed modifier based on how many full points have been earned recently in the same raid.
| Points Earned | Speed | Indicator |
|---|---|---|
| Before the 1st point | 129% | Blue arrow |
| After the 1st point | 100% | No arrow |
| After the 2nd+ point | 0.6^(Earned−1)×100 | Red arrow |
Example: at 2 earned points, 0.6^(2-1) × 100 = 60%. After 200 seconds with no new points earned for a given skill, its modifier resets — but unlike the raid start, the earned-points counter resets to 1, so you resume at the 100% tier, not the 129% one.
Hideout Modifiers
Shooting Range (level 3)
+10% leveling speed to the Combat skills group.
Library
+30% leveling speed to the Practical skills group.
Air Filtering Unit
+40% leveling speed to the Physical skills group — only while an FP-100 filter absorber is inserted.
Hall of Fame
Leveling boost to the Combat skills group, scaled by the quantity/level of stored opposing-faction dogtags from your own kills.
Defective Wall (levels 2–5)
Each level applies a 3% leveling penalty to the Physical skills group (12% total at level 5). Reduced by mopping the floor with Fleece fabric, but only fully removed by upgrading the module to level 6.
Physical Skills
| Skill | Effect |
|---|---|
| Endurance | Governs stamina pool and exhaustion rate while running/jumping, plus breath-holding/recovery. |
| Health | Speeds recovery from raid damage, reduces fracture probability, lowers energy/dehydration rate. |
| Immunity | Affects susceptibility to illness and effectiveness of treatment. |
| Metabolism | Improves and extends the effects of eating/drinking; sustains physical skills longer. |
| Strength | Higher jumps, faster sprint, harder melee hits, farther throws, more carry weight. |
| Stress Resistance | Improves resistance to injury shock, shaking hands, and tremors. |
| Vitality | Reduces bleeding chance and chance of instant death from critical body-part damage. |
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Combat Skills
Each weapon-family skill trains from use with that weapon category specifically. Per-skill effect descriptions aren't documented yet — boosted by the Shooting Range and Hall of Fame (see Hideout Modifiers).
Practical Skills
Per-skill effect descriptions aren't documented yet — boosted by the Library (see Hideout Modifiers).
Mental Skills
| Skill | Effect |
|---|---|
| Attention | Increases looting speed for containers. |
| Charisma | Affects merchant prices and reputation gain rate. |
| Intellect | Speeds up item examination, lock picking, and improves weapon repair quality. |
| Perception | Effect not yet documented. |
Skill Fade
Caution
Trained skills fade over time if unused — the more trained a skill is, the longer it takes to start fading.