Skills System
Skills are your long-term survival engine. Every meaningful action writes progress into the matching discipline, and that XP compounds into level-ups, stronger passives, and higher consistency under pressure. You are not just collecting numbers, you are training reliability into your runs.
Skill List
- Gathering: Your field-harvest backbone for wild food, herbs, and resource consistency
- Hunting: Improves engagement reliability and hunt outcomes in hostile or food-critical loops
- Fishing: Governs catch stability and efficiency in water-based sustain routes
- Tracking: Expands route intelligence: better detection, pursuit, and early warning reads
- Butchering: Converts kills into usable yield with less waste and better material extraction
- Cooking: Turns raw inputs into safer, higher-value food outcomes for long-run stability
- Crafting: Raises build reliability and output quality for tools, traps, and gear
- Carpentry: Supports structural progression and durability-heavy base development
- Farming: Drives crop reliability, growth flow, and food-economy scaling
- Stealth: Reduces exposure and detection pressure across dangerous movement windows
- Mining: Improves extraction efficiency and supports ore/stone-focused material loops
- First Aid: Increases treatment effectiveness and strengthens recovery control under attrition
XP and Leveling
XP Gain
- Base XP: Every discipline pays differently, so progress speed reflects action type, not a flat global rate.
- Intelligence Bonus: Intelligence amplifies all tracked skill XP at +5% per point above 3. A sharper survivor learns faster from the same field time.
- Sleep-Deprivation Penalty: At sleep deprivation level 3+, XP is cut by scaling penalties:
- Level 3: 75% XP
- Level 4: 60% XP
- Level 5+: 45% XP
- Outcome Quality Matters: Many actions award larger XP rolls on strong outcomes and smaller rolls on weak ones, so consistency compounds.
Leveling Formula
- XP to next level uses
xpToNext(L): round(5 + 0.7 L + 0.015 L^2)- Practical read: early levels climb fast, mastery levels demand deliberate repetition and better route planning.
- Skill Cap: hard-capped at level 100.
Attribute Synergy
Skills also feed attributes as a second progression track:
- Attribute XP Gain: every supported skill grants 50% of earned skill XP to its mapped attribute
- Strength: Hunting, Butchering, Carpentry, Mining
- Agility: Stealth, Fishing, Tracking
- Intelligence: Crafting, Cooking, First Aid, Farming
- Endurance: not skill-fed; it grows from movement and damage-survival systems
- Attribute Cap: attributes are capped at 10, with level-up
costs scaling by current attribute level (
level * 100XP)
Skill Unlocks
Every tracked skill has milestone unlocks at 20 / 40 / 60 / 80. Think of them as field promotions: each threshold shifts how safe, profitable or repeatable your runs become.
Gathering
- Level 20: Identify rare medicinal plants
- Level 40: Gather more efficiently (15% bonus)
- Level 60: Notice hidden caches while gathering
- Level 80: Master Gatherer - 25% chance for double yield
Hunting
- Level 20: Track prey over longer distances
- Level 40: Improved aim, 20% less arrow wastage
- Level 60: Harvest premium cuts from game
- Level 80: Master Hunter - critical hits deal 50% more damage
Fishing
- Level 20: Identify the best fishing spots
- Level 40: Fish become easier to catch (15% better chance)
- Level 60: Catch rare fish species
- Level 80: Master Angler - 30% chance for double catch
Crafting
- Level 20: Repair items more effectively
- Level 40: Crafted items gain 20% better durability
- Level 60: Improvise tools from scavenged materials
- Level 80: Master Crafter - items gain 40% better quality
Tracking
- Level 20: Identify animal species by tracks
- Level 40: Notice danger signs earlier
- Level 60: Predict animal movement patterns
- Level 80: Master Tracker - never lose a trail
Cooking
- Level 20: Preserve food longer
- Level 40: Cooked meals provide 20% more nutrition
- Level 60: Create gourmet meals from simple ingredients
- Level 80: Master Chef - meals provide temporary stat bonuses
Butchering
- Level 20: Waste less meat while processing carcasses
- Level 40: Harvest additional organs and fat
- Level 60: Expert Butcher - 25% more yield from carcasses
- Level 80: Master Butcher - harvest rare materials (sinew, bladder)
Carpentry
- Level 20: Build basic furniture
- Level 40: Structures become 20% more durable
- Level 60: Design complex multi-room buildings
- Level 80: Master Carpenter - weatherproof structures last 50% longer
Farming
- Level 20: Understand crop rotation basics
- Level 40: Crops grow 15% faster
- Level 60: Cultivate rare and exotic plants
- Level 80: Master Farmer - crops yield 35% more produce
Stealth
- Level 20: Move more quietly through terrain
- Level 40: Predators are 20% less likely to detect you
- Level 60: Avoid most environmental hazards while hidden
- Level 80: Master Infiltrator - near-invisible in any terrain
Mining
- Level 20: Identify valuable ore deposits
- Level 40: Stone gathering yields 20% more resources
- Level 60: Extract rare minerals from rocks
- Level 80: Master Miner - 30% chance for bonus ore and gems
First Aid
- Level 20: Bandages heal 20% more effectively
- Level 40: Lower infection chance during treatment
- Level 60: Treat severe injuries more effectively
- Level 80: Master Medic - all healing items are 50% more effective
Specialization Threshold
- At level 70+ in a skill, the specialization system becomes available for that discipline.
- Operationally: level 70 is where a skill stops being broad competence and starts becoming role-defining mastery.
Skill Synergies
Synergy is a practical cross-training system: your secondary disciplines quietly reinforce your primary one.
- Scaling rule: every full 10 levels in a related skill grants +0.5 to the primary skill.
- Step-based calculation: partial tens do not count
(
floor(relatedLevel / 10)is used). - Hard cap: total synergy bonus is capped at +10.
Synergy Relationships
- Gathering: Boosted by Tracking, Cooking
- Hunting: Boosted by Tracking, Butchering
- Fishing: Boosted by Gathering, Cooking
- Crafting: Boosted by Carpentry, Gathering
- Tracking: Boosted by Hunting, Gathering
- Cooking: Boosted by Gathering, Butchering
- Butchering: Boosted by Hunting, Cooking
- Carpentry: Boosted by Crafting, Gathering
- Farming: Boosted by Gathering, Cooking
- Stealth: Boosted by Tracking, Hunting
- Mining: Boosted by Crafting, Carpentry
- First Aid: Boosted by Cooking, Gathering
- Tracking:
floor(58 / 10) * 0.5 = 2.5 - Butchering:
floor(49 / 10) * 0.5 = 2.0 - Total Hunting synergy bonus: +4.5
Starting Skills
Your opening skill profile is a profession-shaped baseline, not a flat starter template.
- Primary skill (from your kit):
50-60 - Secondary skill (from your kit):
40-50 - All other tracked skills:
15-35
This creates a clear early identity while still leaving enough breadth to pivot as the campaign evolves.
Perk Modifiers
- Keen Eye (
keen_eye):+15 Tracking,+15 Gathering(capped at 100) - Poor Vision (
poor_vision):-15 Tracking,-15 Gathering(floored at 0)
Practical read: your first route should exploit your strongest lane, but your long-run power comes from building the weaker lanes before the map forces them.
Companion Skills
Recruited companions are role-built specialists with their own skill packages, bonuses, and growth path.
- Scout: Tracking 70, Hunting 60, Stealth 65 | bonus focus: Tracking +15, Hunting +10
- Craftsman: Crafting 75, Carpentry 70 | bonus focus: Crafting +15, Carpentry +10
- Healer: Gathering 65, Medicine 70 | bonus focus: Medicine efficiency x1.5
- Farmer / Gatherer: Farming 70, Gathering 60 | bonus focus: Farming +20, Crop Yield x1.3, Gathering +10
- Hunter: Hunting 75, Tracking 60, Butchering 50 | bonus focus: Hunting +20, Butchering +10
- Warrior: Combat 75, Strength 70, Endurance 60 | bonus focus: Combat +15, Carry Capacity +20
- Trader: Bartering 70, Persuasion 60 | bonus focus: Trade Value x1.2, Bartering +10
- Fisher: Fishing 75, Butchering 40 | bonus focus: Fishing +20, Butchering +5
- Miner: Mining 75, Strength 60 | bonus focus: Mining +20
- Beekeeper: Farming 68, Gathering 62, First Aid 55 | bonus focus: Farming +12, Gathering +8, Crop Yield x1.1
Companion progression is active: their primary skill advances over time, and they unlock perk milestones at 20 / 40 / 60 / 80.
Practical read: recruit for a route problem, not flavor. The right companion turns risky loops into repeatable ones.