Stats and Levels

Stats represent your raw physical skills and abilities. There are 8 stats: Strength, Endurance, Agility, Accuracy, Critical Hit, Reloading, Dexterity, and Stealth. When you level up at an Outpost, you will be presented with the level up screen where you will have to upgrade your stats. Stats max out at 100 points, proficiencies at 135, but with the exception of Strength/Dexterity/Stealth, stats can be boosted if the player has Mastercrafted or Godcrafted items equipped.
Important Notes
*When starting a character, DO NOT spread out your statistic or proficiency points evenly. This will make your character seriously under-leveled and difficult to play until much, much later in the game. For example, let's imagine 2 characters. The first one spreads his points evenly to every proficiency and the other specializes in only one. The first character will end up with all proficiencies at 15-20 by level 20 while the other will have, for example, 100 melee skill. The first character will be borderline unplayable because he has no usable effective weapons to speak of while the other one will be able to use a Battle Axe or Katana to loot silently and effectively.
*You gain 5 stat and proficiency points at every level up from Levels 2-50 and have to allocate them before you can move on to anything else.
*Starting from Level 50 onwards, you only gain 1 statistic point and 2 proficiency points, and after level 220 you only gain 1 statistic point and 1 proficiency point.
*You temporarily lose 50% of your stats when your health is at Critical. Your stats will change back once you regain at least back to Serious. (Strength and health are not affected by this, nor is weapon proficiency).
*You gain 100% health and 100% Nourishment (hunger) upon leveling up.
*The number of available inventory slots will grow by two slots every 5 levels, up until level 40, for a maximum of 30 inventory slots. Read more...
== Stats Details ==
Unless you start with a character that has more than just the basic 25 on each skill, it will be impossible to level all of them to a max of 100. Down below when it says a Stat that is above 100, that is due to Armor or Weapon that has been Master Crafted. Weapons can have Accuracy, Reload or Critical hit up to 8 per weapon. Since you get 3 weapons, this allows for a possible bonus of 24 in each category. Armor gives bonuses on Endurance and Agility, up to 24 in both categories.
=== Strength ===
Strength serves a similar role to Proficiencies as a requirement stat for certain weapon categories: generally, Sub-Machine Guns require only 30 Strength, Chainsaws, Shotguns, Assault Rifles require up to 50 Strength, and Heavy Machine Guns/Strength Armour may require a full 100. Strength cannot be acquired from equipped MC or GC item, and does not increase any damage dealt, melee or otherwise.
=== Endurance ===
Endurance modifies how much health you have. Each point of Endurance is equal to 2 Hit Points, with minimum health of 50 at 25 Endurance, and maximum health of 200 at 100 Endurance.
* Endurance bonus granted by armor instead confers damage reduction to its wielder, to simulate the effect of the user having a total health increase of double the Endurance bonus. For more information, see Formulas#Armor
* Due to how armor Endurance works, in-game health counter will only show HP based on your character's base, and not their boosted Endurance.
* Endurance also increases the character's maximum sprint energy pool, as demonstrated by an equal decrease in both the rate at which you use and recover energy. The formula for sprinting goes as followings:
=== Agility ===
Agility modifies how quickly your character moves (both walking and sprinting), with each point of Agility increasing your speed by .01, with a maximum walking speed of 4.311 and a maximum sprinting speed of 6.859 at 124 Agility with no speed boosts or implants. Energy use/recovery is not affected by Agility at all.
Agility	Walking Speed	Sprinting Speed
25 	3.187 	5.071
50 	3.471 	5.523
75 	3.755 	5.974
100 	4.039 	6.426
124 	4.311 	6.859
Full Agility Table	Full Agility Table	Full Agility Table	Full Agility Table
Agility 	Walking Speed 	Sprinting Speed 	
25 	3.187 	5.071 	
30 	3.244 	5.161 	
35 	3.301 	5.252 	
40 	3.358 	5.342 	
45 	3.414 	5.432 	
50 	3.471 	5.523 	
55 	3.528 	5.613 	
60 	3.585 	5.703 	
65 	3.641 	5.793 	
70 	3.698 	5.884 	
75 	3.755 	5.974 	
80 	3.812 	6.064 	
85 	3.868 	6.155 	
90 	3.925 	6.245 	
95 	3.982 	6.335 	
100 	4.039 	6.426 	
105 	4.095 	6.516 	
110 	4.152 	6.606 	
115 	4.209 	6.696 	
120 	4.266 	6.787 	
124 	4.311 	6.859 	
=== Accuracy ===
Accuracy modifies the greatest angle of error that you can have when you fire; it does not modify the distance of your shot from the aiming reticule. Accuracy works similar to the cone principle of shotguns - the higher the stat the smaller the angle of your shots. Below is the table that compares the amount of accuracy needed for Reliable Aim and Perfect Aim for each accuracy type. Note that this information is based on player gathered experience - the amount of accuracy needed is generally based on each player's playing style.
* Pinpoint Aim is the exact value a weapons shots will no longer deviate. Low/Very Low Accuracy weapons can not reach Pinpoint Aim
Weapon Accuracy 	Reliable Aim onscreen	Perfect Aim onscreen/reliable aim offscreen	Pinpoint Aim
Very High Accuracy	35* 	40* 	44
High Accuracy 	59 	69 	79
Average Accuracy 	80* 	100* 	119
Low Accuracy 	124 	- 	-
Very Low 	N/A 	- 	-
*Not yet tested exact number
More Details: Much like Critical Hit, the accuracy of weapons increases in minor bumps at certain breakpoints, the biggest when you reach "Pinpoint Aim". For example, "High Accuracy" Weapons will see accuracy bumps at 59, 64, 69, 73, and 79, but points in-between those will not incrementally increase accuracy.
=== Critical Hit ===
Critical Hit chance modifies the Critical Hit pattern of the weapon. A critical hit deals 5 times the damage and twice the knockback power of a normal attack. How much critical affects the damage per second is dependent on the critical hit chance of the weapon being used:
* Very High Critical Chance weapons deal 4.2x (or +320%) damage per second with 79 critical.
* High Critical Chance weapons deal x4.2 (or +320%) damage per second with 112 critical.
* Average Critical Chance weapons deal x2.6 (or +160%) damage per second with 112 critical.
* Low Critical Chance weapons deal x1.8 (or +80%) damage per second with 112 critical.
* Very Low Critical Chance weapons deal x1.16 (or +16%) damage per second with 114 critical.
* Very Low (Miniguns) Critical Chance weapons deal x1.08 (or +8%) damage per second with 114 critical.
Why x4.2?
With an 80% critical "chance", the game uses the critical pattern of 1 non-critical shot followed by 4 critical shots. Thus, the resulting DPS multiplier should be as following:
 (1x + 5x * 4) / 5 = 4.2x 
More Details:
* All weapons follow a set of critical hit pattern, consisting of a string of several non-critical hit followed by several consecutive critical hits. Which critical hit pattern is chosen depends on the player's current Critical Hit stat in comparison to the weapon's optimal stat:
** For example, with a Very High Critical Chance weapon at 49 Critical Hit, the game uses the 47-53 critical hit pattern, meaning that you will always deal 6 non-critical hits followed by 4 critical hits.
** Critical hit pattern advances after every attack, even if it misses. In the example above, after the 6 non-crit hits have been dealt, if you only managed to land 2 critical hits and missed 2 attacks, the next attack would thus be the 1st in the next cycle, resulting in a non-critical hit.
** Thus, critical hits are always 100% predictable instead of randomized, and the "theoretical" critical hit chance (obtained by dividing current with optimal Critical Hit stat, then multiplied by maximum chance) tends to not match up with actual in-game performance.
*** Very Low (Minigun) Critical Chance weapons suffer from a bug that causes their critical hit pattern to fluctuate upon opening the client: While the 2% critical patter may be observed from as early as 112 Critical Hit points, you will still have a chance of getting the 1% pattern instead until you get to 114 Critical Hit points.
* The best possible critical hit patterns for each Critical Hit Chance is as follows:
** Very High Critical Chance weapons reach the best possible critical pattern of 1 non-critical + 4 critical hits (80% "chance") at 79 Critical Hit. Revolvers, Rifles over level 100 and most Melee Weapons share this critical chance.
** High Critical Chance weapons reach the best possible critical pattern of 1 non-critical + 4 critical hits (80% "chance") at 112 Critical Hit. Semi-automatic Pistols, Chainsaws, and Rifles under level 100 share this critical chance.
** Average Critical Chance weapons reach the best possible critical pattern of 6 non-critical + 4 critical hits (40% "chance") at 112 Critical Hit. Sub-Machine Guns exclusively use this critical chance.
** Low Critical Chance weapons reach the best possible critical pattern of 8 non-critical + 2 critical hits (20% "chance") at 112 Critical Hit.
** Very Low Critical Chance weapons reach the best possible critical pattern of 96 non-critical + 4 critical hits (4% "chance") at 112 Critical Hit. Assault Rifles and Heavy Machine Guns share this critical chance.
** Very Low Critical Chance (Miniguns) weapons reach the best possible critical pattern of 98 non-critical + 2 critical hits (2% "chance") at 114 Critical Hit.
** Zero Critical Chance weapons are not capable of dealing critical hits, even at 124 Critical points
Critical Hit is considered one of the most important stats as it greatly improves the damage for Melee Weapons, Pistols and Rifle, silent, cost effective weapons which are crucial to looting and self-defense in the game. Other types of weapon however may not depend on Critical Hit as much: While Chainsaws and Sub-Machine Guns also depend heavily on Critical Hits to reach their maximum DPS, Grenade Launchers and Shotguns cannot perform critical hits at all, and Assault Rifles/Heavy Machine Guns in general have miniscule critical hit chance to the point where investment in Accuracy and Reloading simply is more effective at improving their performance.
Weapon Critical Hit Chance 	Max Critical Hit "Rate" X% @ Y Critical Hit Points	Avg. DPS Multiplier @ Max Crit
Very High Critical Chance 	80% @ 79 Critical Hit Points 	x 4.2
High Critical Chance 	80% @ 112 Critical Hit Points 	x 4.2
Average Critical Chance 	40% @ 112 Critical Hit Points 	x 2.6
Low Critical Chance 	20% @ 112 Critical Hit Points 	x 1.8
Very Low Critical Chance 	4% @ 114 Critical Hit Points 	x 1.16
Very Low (Miniguns) Critical Chance	2% @ 114 Critical Hit Points 	x 1.08
Zero Critical Chance 	0% @ 124 Critical Hit Points 	x 1
==== Critical Hit Patterns ====
Very High Chance	Very High Chance	Very High Chance	Very High Chance
Brackets 	Crits 	Non-crits 	Actual Chance
25-28 	3 	17 	15%
29-36 	2 	8 	20%
37-46 	3 	7 	30%
47-53 	4 	6 	40%
54-61 	5 	5 	50%
62-71 	6 	4 	60%
72-78 	7 	3 	70%
79-124 	4 	1 	80%
High Chance	High Chance	High Chance	High Chance
Brackets 	Crits 	Non-crits 	Actual Chance
25-31 	2 	18 	10%
32-36 	3 	17 	15%
37-48 	2 	8 	20%
49-61 	3 	7 	30%
62-73 	4 	6 	40%
74-86 	5 	5 	50%
87-98 	6 	4 	60%
99-111 	7 	3 	70%
112-124 	4 	1 	80%
Average Chance	Average Chance	Average Chance	Average Chance
Brackets 	Crits 	Non-crits 	Actual Chance
25-26 	2 	48 	4%
27-31 	3 	47 	6%
32-36 	4 	46 	8%
37-48 	2 	18 	10%
49-61 	3 	17 	15%
62-86 	2 	8 	20%
87-111 	3 	7 	30%
112-124 	4 	6 	40%
Low Chance	Low Chance	Low Chance	Low Chance
Brackets 	Crits 	Non-crits 	Actual Chance
25-26 	2 	98 	2%
27-31 	3 	97 	3%
32-41 	2 	48 	4%
42-51 	3 	47 	6%
52-61 	4 	46 	8%
62-86 	2 	18 	10%
87-111 	3 	17 	15%
112-124 	2 	8 	20%
Very Low Chance 	Very Low Chance 	Very Low Chance 	Very Low Chance
Brackets 	Crits 	Non-crits 	Actual Chance
25-36 	0 	100 	0%
37-61 	1 	99 	1%
62-86 	2 	98 	2%
87-111 	3 	97 	3%
112-124* 	4 	96 	4%
*Note: Pattern is not stable until 114 crit; 112-113 crit has a chance to get the 3% pattern when loading client.	*Note: Pattern is not stable until 114 crit; 112-113 crit has a chance to get the 3% pattern when loading client.	*Note: Pattern is not stable until 114 crit; 112-113 crit has a chance to get the 3% pattern when loading client.	*Note: Pattern is not stable until 114 crit; 112-113 crit has a chance to get the 3% pattern when loading client.
Very Low (Minigun) Chance 	Very Low (Minigun) Chance 	Very Low (Minigun) Chance 	Very Low (Minigun) Chance
Brackets 	Crits 	Non-crits 	Actual Chance
25-61 	0 	100 	0%
62-111 	1 	99 	1%
112-124* 	2 	98 	2%
*Note: Pattern is not stable until 114 crit; 112-113 crit has a chance to get the 1% pattern when loading client.	*Note: Pattern is not stable until 114 crit; 112-113 crit has a chance to get the 1% pattern when loading client.	*Note: Pattern is not stable until 114 crit; 112-113 crit has a chance to get the 1% pattern when loading client.	*Note: Pattern is not stable until 114 crit; 112-113 crit has a chance to get the 1% pattern when loading client.
=== Reloading ===
Reloading shortens the time it takes to reload a firearm. Melee Weapons (Melee Weapons and Chainsaws) do not use the reload status, therefore the reloading stat does not affect melee weapon use. Along with this stat, the inherent reloading speed of a weapon modifies how fast a player can reload the weapon.
Reloading speed is calculated by the following formula (also see Formulas#Reload Time):
*p1Reload: Your character's total Reloading stats (base + equip MC)
*weaponReload: A specific value that can be found in the All Stats page, specific for each reload type:
*In addition to this reload time, it takes another 0.05s to actually "ready" the weapon before it can be fired again. Thus, for example when grinding at 124 Reloading and holding Mouse1, practial reload time would be: 0.25 + 0.05 = 0.3(s)
Reload Type 	weaponReload
Super Fast (only used by Corpse Shooter, Corpse Piercer, Corpse Erruptor, Fatman's Cryothrower)	60
Very Fast 	90
Fast 	120
Slow 	180
Very Slow 	240
The basic reloading speed values are shown below:
Weapon Reloading Speed 	Reloading Time @ 25 Reloading (seconds)	Reloading Speed per point (seconds)
Super Fast Reloading Speed	1.24 	0.01
Very Fast Reloading Speed 	1.735 	0.015
Fast Reloading Speed 	2.23 	0.02
Slow Reloading Speed 	3.22 	0.03
Very Slow Reloading Speed 	4.21 	0.04
Because of that, all firearms require 124 Reloading stat points to have the maximum reloading speed of 0.25 second, but each point reduces a different amount of seconds for each reloading speed.
====Full Reloading Speed Table====
Full Reloading Speed Table	Full Reloading Speed Table	Full Reloading Speed Table	Full Reloading Speed Table	Full Reloading Speed Table
Reloading 	Very Fast Reloading Speed 	Fast Reloading Speed 	Slow Reloading Speed 	Very Slow Reloading Speed
25 	1.735 	2.23 	3.22 	4.21
26 	1.72 	2.21 	3.19 	4.17
27 	1.705 	2.19 	3.16 	4.13
28 	1.69 	2.17 	3.13 	4.09
29 	1.675 	2.15 	3.10 	4.05
30 	1.66 	2.13 	3.07 	4.01
31 	1.645 	2.11 	3.04 	3.97
32 	1.63 	2.09 	3.01 	3.93
33 	1.615 	2.07 	2.98 	3.89
34 	1.60 	2.05 	2.95 	3.85
35 	1.585 	2.03 	2.92 	3.81
36 	1.57 	2.01 	2.89 	3.77
37 	1.555 	1.99 	2.86 	3.73
38 	1.54 	1.97 	2.83 	3.69
39 	1.525 	1.95 	2.80 	3.65
40 	1.51 	1.93 	2.77 	3.61
41 	1.495 	1.91 	2.74 	3.57
42 	1.48 	1.89 	2.71 	3.53
43 	1.465 	1.87 	2.68 	3.49
44 	1.45 	1.85 	2.65 	3.45
45 	1.435 	1.83 	2.62 	3.41
46 	1.42 	1.81 	2.59 	3.37
47 	1.405 	1.79 	2.56 	3.33
48 	1.39 	1.77 	2.53 	3.29
49 	1.375 	1.75 	2.50 	3.25
50 	1.36 	1.73 	2.47 	3.21
51 	1.345 	1.71 	2.44 	3.17
52 	1.33 	1.69 	2.41 	3.13
53 	1.315 	1.67 	2.38 	3.09
54 	1.30 	1.65 	2.35 	3.05
55 	1.285 	1.63 	2.32 	3.01
56 	1.27 	1.61 	2.29 	2.97
57 	1.255 	1.59 	2.26 	2.93
58 	1.24 	1.57 	2.23 	2.89
59 	1.225 	1.55 	2.20 	2.85
60 	1.21 	1.53 	2.17 	2.81
61 	1.195 	1.51 	2.14 	2.77
62 	1.18 	1.49 	2.11 	2.73
63 	1.165 	1.47 	2.08 	2.69
64 	1.15 	1.45 	2.05 	2.65
65 	1.135 	1.43 	2.02 	2.61
66 	1.12 	1.41 	1.99 	2.57
67 	1.105 	1.39 	1.96 	2.53
68 	1.09 	1.37 	1.93 	2.49
69 	1.075 	1.35 	1.90 	2.45
70 	1.06 	1.33 	1.87 	2.41
71 	1.045 	1.31 	1.84 	2.37
72 	1.03 	1.29 	1.81 	2.33
73 	1.015 	1.27 	1.78 	2.29
74 	1.00 	1.25 	1.75 	2.25
75 	0.985 	1.23 	1.72 	2.21
76 	0.97 	1.21 	1.69 	2.17
77 	0.955 	1.19 	1.66 	2.13
78 	0.94 	1.17 	1.63 	2.09
79 	0.925 	1.15 	1.60 	2.05
80 	0.91 	1.13 	1.57 	2.01
81 	0.895 	1.11 	1.54 	1.97
82 	0.88 	1.09 	1.51 	1.93
83 	0.865 	1.07 	1.48 	1.89
84 	0.85 	1.05 	1.45 	1.85
85 	0.835 	1.03 	1.42 	1.81
86 	0.82 	1.01 	1.39 	1.77
87 	0.805 	0.99 	1.36 	1.73
88 	0.79 	0.97 	1.33 	1.69
89 	0.775 	0.95 	1.30 	1.65
90 	0.76 	0.93 	1.27 	1.61
91 	0.745 	0.91 	1.24 	1.57
92 	0.73 	0.89 	1.21 	1.53
93 	0.715 	0.87 	1.18 	1.49
94 	0.70 	0.85 	1.15 	1.45
95 	0.685 	0.83 	1.12 	1.41
96 	0.67 	0.81 	1.09 	1.37
97 	0.655 	0.79 	1.06 	1.33
98 	0.64 	0.77 	1.03 	1.29
99 	0.625 	0.75 	1.00 	1.25
100 	0.61 	0.73 	0.97 	1.21
101 	0.595 	0.71 	0.94 	1.17
102 	0.58 	0.69 	0.91 	1.13
103 	0.565 	0.67 	0.88 	1.09
104 	0.55 	0.65 	0.85 	1.05
105 	0.535 	0.63 	0.82 	1.01
106 	0.52 	0.61 	0.79 	0.97
107 	0.505 	0.59 	0.76 	0.93
108 	0.49 	0.57 	0.73 	0.89
109 	0.475 	0.55 	0.70 	0.85
110 	0.46 	0.53 	0.67 	0.81
111 	0.445 	0.51 	0.64 	0.77
112 	0.43 	0.49 	0.61 	0.73
113 	0.415 	0.47 	0.58 	0.69
114 	0.40 	0.45 	0.55 	0.65
115 	0.385 	0.43 	0.52 	0.61
116 	0.37 	0.41 	0.49 	0.57
117 	0.355 	0.39 	0.46 	0.53
118 	0.34 	0.37 	0.43 	0.49
119 	0.325 	0.35 	0.40 	0.45
120 	0.31 	0.33 	0.37 	0.41
121 	0.295 	0.31 	0.34 	0.37
122 	0.28 	0.29 	0.31 	0.33
123 	0.265 	0.27 	0.28 	0.29
124 	0.25 	0.25 	0.25 	0.25
=== Dexterity ===
thumb|300px
Dexterity improves your weapon handling ability by granting a small boost to fire rate and certain weapon-related actions. Each point of Dexterity:
* Supposedly increase the attack speed of weapons by 0.15% (max: 15%). In reality, this varies according to original fire rate and game performance.
* Increases the speed your character rotates and follows your cursor by 0.15% (max: 15%)
* Increases the speed you barricade doors by 0.1% (max: 10%)
* Increases the speed your character raises or ready their weapon to start attacking by 0.15% (max: 15%)
Dexterity cannot be boosted from equipped MC/GC items.
=== Stealth ===
Stealth reduces your presence to unaware zombies and give you an edge in melee combat. Each point of Stealth gives:
* Decreases Enemy Sight range by 0.2% (Max: 20%)
* Decreases Enemy Detection range by 0.2% (Max: 20%)
* Decreases Horde chance by 0.3% (Max: 30%)
* +0.25% Melee damage (Max: 25%)
Similarly to Dexterity, Stealth cannot be boosted by MC/GC items. However, enemy sight/detection range reduction bonuses are also available on certain Non-Strength Armours.
== Proficiencies ==
Proficiencies represent your character's skill at using the Weapons available in the game. The six upgradeable proficiencies are Melee Weapons (Chainsaws, Melee Weapons), Pistols, Shotguns, Rifles, Machine Guns (Sub-Machine Guns, Assault Rifles, Heavy Machine Guns) and Explosives (Grenade Launchers, Flamethrowers). Most weapons require a minimum skill level to be used, meaning that low-level characters will not be able to use these until they reach or surpass the appropriate skill level for the weapon.
Considering the increasing difficulty to level up with each gained level, it is often best to concentrate on one or two Proficiencies at most for new characters.
Important Notes
* All characters start with 5 points already placed into both Melee and Pistols. These points are permanently set by default - that is, they cannot be moved to other weapon proficiencies if you happen to purchase a Stat Reset (or Profession change). Remember that when you're calculating the stat changes you want and/or need to make prior to a Stat Reset.
* You gain 5 proficiency points at every level up and have to invest them instantly.
* Starting from level 50 and onwards, you gain only 2 proficiency points per level. From level 220 onwards, this is further reduced to 1 point per level.
== Condition Indicators ==
In addition to Stats and Proficiencies, characters also have three status indicators which affect gameplay. You can regain health by leveling up (restores to 100% health) or using Medications (plasters, antiseptic spray, bandages, etc.)
=== Health ===
Indicator	Indicator Value	Penalty 	Image
Healthy 	75% - 100% 	None 	
Injured 	50% - 74% 	None 	
Serious 	25% - 49% 	None 	
Critical 	1% - 24% 	Stats -50%; Bloody Avatar	
DEAD 	0% 	Death 	
=== Nourishment ===
While staying logged in and at an outpost, 1% Nourishment is lost every 30 minutes, but if you are wandering through the Inner City, 1% Nourishment is lost every two minutes. At 0% nourishment, 1% of the character's Health will instead be taken each hour. This does not stop at any health level and will kill the character if their Health reaches 0%, even if they are currently in an outpost.
You can regain nourishment only by eating food (Candy, Baked Beans, Tinned Tuna, Tinned Hotdogs, etc.)
If you go to the Market and find the Services-Cooking section, read the label of the food that can be cooked (Baked Beans, Tinned Tuna, Tinned Hotdogs, etc.), drag it to a Cook's name whose level is appropriate for the food's requirement (Levels 5, 15, 25, etc.). Having done so, your food will return to your inventory, labelled as "Cooked". Cooking will triple the percentage of nourishment your food will provide.
Indicator	Indicator Value	Effect 	Image
Nourished	75% - 100% 	150% EXP 	
Fine 	50% - 74% 	120% EXP 	
Hungry 	25% - 49% 	90% EXP 	
Starving 	0% - 24% 	60% EXP, 1% Health lost every hour (at 0%, while logged in)	
=== Armor Durability ===
This indicator applies only to characters using armor. The only penalty occurs when the armor is in "Broken" status which means the armor won't absorb damage anymore and 100% of received damage will go to the character's health. You can regain durability only by repairing armour by means of an engineer. Certain armour requires different levels of engineers.
If you are an engineer yourself, go to The Yard or the Inventory & Equipment tabs and you can repair your own armor for free, but at the cost of hunger. The game will not let you repair your armor if your health is at Critical.
Indicator	Indicator Value	Image
Normal 	75% - 100% 	
Scratched	40% - 74% 	
Damaged 	1% - 39% 	
Broken 	0% 	
== Experience ==
You gain experience by dealing damage zombies and as you gain experience you will level up. For details on how experience is calculated, see Formulas#EXP_Calculation.
== Levels ==
To gain a level, you will need to gain a certain amount of experience, which is gained by killing Zombies and Bandits, participating in Outpost Attacks, or completing Missions.
At this point, you can level up (to a maximum of 415) by going back to an outpost. You will be eligible to level up when the experience counter on the screen turns a gold color and reaches 100%. However, if you are at level 51+ and die before you enter an outpost from a zombie-related cause, you will lose half the experience you have gained since the last time you entered an outpost. This means that you may not level up if you die in the city, even if the EXP counter said 100% and turned gold. Depending on how much experience you gained in the Inner City, it is possible that you level up more than once when you return to the outpost.
===Experience Requirement Table===
Levels 1 - 162	Levels 1 - 162	Levels 1 - 162	Levels 1 - 162
Level 	EXP needed 	Cumulative EXP	
1 	0 	0 	
2 	125 	125 	
3 	250 	375 	
4 	500 	875 	
5 	1,000 	1,875 	
6 	1,750 	3,625 	
7 	2,500 	6,125 	
8 	3,250 	9,375 	
9 	4,000 	13,375 	
10 	5,000 	18,375 	
11 	6,000 	24,375 	
12 	8,000 	32,375 	
13 	10,000 	42,375 	
14 	12,000 	54,375 	
15 	14,000 	68,375 	
16 	16,000 	84,375 	
17 	20,000 	104,375 	
18 	24,000 	128,375 	
19 	28,000 	156,375 	
20 	32,000 	188,375 	
21 	36,000 	224,375 	
22 	40,000 	264,375 	
23 	45,000 	309,375 	
24 	50,000 	359,375 	
25 	55,000 	414,375 	
26 	60,000 	474,375 	
27 	70,000 	544,375 	
28 	80,000 	624,375 	
29 	90,000 	714,375 	
30 	100,000 	814,375 	
31 	120,000 	934,375 	
32 	140,000 	1,074,375 	
33 	160,000 	1,234,375 	
34 	180,000 	1,414,375 	
35 	200,000 	1,614,375 	
36 	220,000 	1,834,375 	
37 	260,000 	2,094,375 	
38 	300,000 	2,394,375 	
39 	350,000 	2,744,375 	
40 	400,000 	3,144,375 	
41 	450,000 	3,594,375 	
42 	500,000 	4,094,375 	
43 	550,000 	4,644,375 	
44 	600,000 	5,244,375 	
45 	650,000 	5,894,375 	
46 	700,000 	6,594,375 	
47 	750,000 	7,344,375 	
48 	800,000 	8,144,375 	
49 	900,000 	9,044,375 	
50 	1,000,000 	10,044,375 	
51 	1,100,000 	11,144,375 	
52 	1,200,000 	12,344,375 	
53 	1,300,000 	13,644,375 	
54 	1,400,000 	15,044,375 	
55 	1,500,000 	16,544,375 	
56 	1,600,000 	18,144,375 	
57 	1,700,000 	19,844,375 	
58 	1,800,000 	21,644,375 	
59 	1,900,000 	23,544,375 	
60 	2,000,000 	25,544,375 	
61 	2,100,000 	27,644,375 	
62 	2,200,000 	29,844,375 	
63 	2,300,000 	32,144,375 	
64 	2,400,000 	34,544,375 	
65 	2,500,000 	37,044,375 	
66 	2,600,000 	39,644,375 	
67 	2,700,000 	42,344,375 	
68 	2,800,000 	45,144,375 	
69 	2,900,000 	48,044,375 	
70 	3,000,000 	51,044,375 	
71 	3 100,000 	54,144,375 	
72 	3,200,000 	57,344,375 	
73 	3 300,000 	60,644,375 	
74 	3 400,000 	64,044,375 	
75 	3,500,000 	67,544,375 	
76 	3 600,000 	71,144,375 	
77 	3 700,000 	74,844,375 	
78 	3 800,000 	78,644,375 	
79 	3 900,000 	82,544,375 	
80 	4,000,000 	86,544,375 	
81 	4 100,000 	90,644,375 	
82 	4,200,000 	94,844,375 	
83 	4 300,000 	99,144,375 	
84 	4 400,000 	103,544,375 	
85 	4,500,000 	108,044,375 	
86 	4 600,000 	112,644,375 	
87 	4 700,000 	117,344,375 	
88 	4 800,000 	122,144,375 	
89 	4 900,000 	127,044,375 	
90 	5,000,000 	132,044,375 	
91 	5 100,000 	137,144,375 	
92 	5,200,000 	142,344,375 	
93 	5 300,000 	147,644,375 	
94 	5 400,000 	153,044,375 	
95 	5,500,000 	158,544,375 	
96 	5 600,000 	164,144,375 	
97 	5 700,000 	169,844,375 	
98 	5 800,000 	175,644,375 	
99 	5 900,000 	181,544,375 	
100 	6,000,000 	187,544,375 	
101 	6,100,000 	193,644,375 	
102 	6,200,000 	199,844,375 	
103 	6,300,000 	206,144,375 	
104 	6,400,000 	212,544,375 	
105 	6,500,000 	219,044,375 	
106 	6,600,000 	225,644,375 	
107 	6,700,000 	232,344,375 	
108 	6,800,000 	239,144,375 	
109 	6,900,000 	246,044,375 	
110 	7,000,000 	253,044,375 	
111 	7,000,000 	260,044,375 	
112 	7,000,000 	267,044,375 	
113 	7,000,000 	274,044,375 	
114 	7,000,000 	281,044,375 	
115 	7,000,000 	288,044,375 	
116 	7,000,000 	295,044,375 	
117 	7,000,000 	302,044,375 	
118 	7,000,000 	309,044,375 	
119 	7,000,000 	316,044,375 	
120 	7,000,000 	323,044,375 	
121 	7,000,000 	330,044,375 	
122 	7,000,000 	337,044,375 	
123 	7,000,000 	344,044,375 	
124 	7,000,000 	351,044,375 	
125 	7,000,000 	358,044,375 	
126 	7,000,000 	365,044,375 	
127 	7,000,000 	372,044,375 	
128 	7,000,000 	379,044,375 	
129 	7,000,000 	386,044,375 	
130 	7,000,000 	393,044,375 	
131 	7,000,000 	400,044,375 	
132 	7,000,000 	407,044,375 	
133 	7,000,000 	414,044,375 	
134 	7,000,000 	421,044,375 	
135 	7,000,000 	428,044,375 	
136 	7,000,000 	435,044,375 	
137 	7,000,000 	442,044,375 	
138 	7,000,000 	449,044,375 	
139 	7,000,000 	456,044,375 	
140 	7,000,000 	463,044,375 	
141 	7,000,000 	470,044,375 	
142 	7,000,000 	477,044,375 	
143 	7,000,000 	484,044,375 	
144 	7,000,000 	491,044,375 	
145 	7,000,000 	498,044,375 	
146 	7,000,000 	505,044,375 	
147 	7,000,000 	512,044,375 	
148 	7,000,000 	519,044,375 	
149 	7,000,000 	526,044,375 	
150 	7,000,000 	533,044,375 	
151 	7,000,000 	540,044,375 	
152 	7,000,000 	547,044,375 	
153 	7,000,000 	554,044,375 	
154 	7,000,000 	561,044,375 	
155 	7,000,000 	568,044,375 	
156 	7,000,000 	575,044,375 	
157 	7,000,000 	582,044,375 	
158 	7,000,000 	589,044,375 	
159 	7,000,000 	596,044,375 	
160 	7,000,000 	603,044,375 	
161 	7,000,000 	610,044,375 	
162 	7,000,000 	617,044,375 	
Levels 163 - 325	Levels 163 - 325	Levels 163 - 325	Levels 163 - 325
Level 	EXP needed 	Cumulative EXP 	
163 	7,000,000 	624,044,375 	
164 	7,000,000 	631,044,375 	
165 	7,000,000 	638,044,375 	
166 	7,000,000 	645,044,375 	
167 	7,000,000 	652,044,375 	
168 	7,000,000 	659,044,375 	
169 	7,000,000 	666,044,375 	
170 	7,000,000 	673,044,375 	
171 	7,000,000 	680,044,375 	
172 	7,000,000 	687,044,375 	
173 	7,000,000 	694,044,375 	
174 	7,000,000 	701,044,375 	
175 	7,000,000 	708,044,375 	
176 	7,000,000 	715,044,375 	
177 	7,000,000 	722,044,375 	
178 	7,000,000 	729,044,375 	
179 	7,000,000 	736,044,375 	
180 	7,000,000 	743,044,375 	
181 	7,000,000 	750,044,375 	
182 	7,000,000 	757,044,375 	
183 	7,000,000 	764,044,375 	
184 	7,000,000 	771,044,375 	
185 	7,000,000 	778,044,375 	
186 	7,000,000 	785,044,375 	
187 	7,000,000 	792,044,375 	
188 	7,000,000 	799,044,375 	
189 	7,000,000 	806,044,375 	
190 	7,000,000 	813,044,375 	
191 	7,000,000 	820,044,375 	
192 	7,000,000 	827,044,375 	
193 	7,000,000 	834,044,375 	
194 	7,000,000 	841,044,375 	
195 	7,000,000 	848,044,375 	
196 	7,000,000 	855,044,375 	
197 	7,000,000 	862,044,375 	
198 	7,000,000 	869,044,375 	
199 	7,000,000 	876,044,375 	
200 	7,000,000 	883,044,375 	
201 	15,000,000 	898,044,375 	
202 	15,000,000 	913,044,375 	
203 	15,000,000 	928,044,375 	
204 	15,000,000 	943,044,375 	
205 	15,000,000 	958,044,375 	
206 	15,000,000 	973,044,375 	
207 	15,000,000 	988,044,375 	
208 	15,000,000 	1,003,044,375 	
209 	15,000,000 	1,018,044,375 	
210 	15,000,000 	1,033,044,375 	
211 	15,000,000 	1,048,044,375 	
212 	15,000,000 	1,063,044,375 	
213 	15,000,000 	1,078,044,375 	
214 	15,000,000 	1,093,044,375 	
215 	15,000,000 	1,108,044,375 	
216 	15,000,000 	1,123,044,375 	
217 	15,000,000 	1,138,044,375 	
218 	15,000,000 	1,153,044,375 	
219 	15,000,000 	1,168,044,375 	
220 	15,000,000 	1,183,044,375 	
221 	15,500,000 	1,198,544,375 	
222 	16,000,000 	1,214,544,375 	
223 	16,500,000 	1,231,044,375 	
224 	17,000,000 	1,248,044,375 	
225 	17,500,000 	1,265,544,375 	
226 	18,000,000 	1,283,544,375 	
227 	18,500,000 	1,302,044,375 	
228 	19,000,000 	1,321,044,375 	
229 	19,500,000 	1,340,544,375 	
230 	20,000,000 	1,360,544,375 	
231 	20,500,000 	1,381,044,375 	
232 	21,000,000 	1,402,044,375 	
233 	21,500,000 	1,423,544,375 	
234 	22,000,000 	1,445,544,375 	
235 	22,500,000 	1,468,044,375 	
236 	23,000,000 	1,491,044,375 	
237 	23,500,000 	1,514,544,375 	
238 	24,000,000 	1,538,544,375 	
239 	24,500,000 	1,563,044,375 	
240 	25,000,000 	1,588,044,375 	
241 	25,500,000 	1,613,544,375 	
242 	26,000,000 	1,639,544,375 	
243 	26,500,000 	1,666,044,375 	
244 	27,000,000 	1,693,044,375 	
245 	27,500,000 	1,720,544,375 	
246 	28,000,000 	1,748,544,375 	
247 	28,500,000 	1,777,044,375 	
248 	29,000,000 	1,806,044,375 	
249 	29,500,000 	1,835,544,375 	
250 	30,000,000 	1,865,544,375 	
251 	30,500,000 	1,896,044,375 	
252 	31,000,000 	1,927,044,375 	
253 	31,500,000 	1,958,544,375 	
254 	32,000,000 	1,990,544,375 	
255 	32,500,000 	2,023,044,375 	
256 	33,000,000 	2,056,044,375 	
257 	33,500,000 	2,089,544,375 	
258 	34,000,000 	2,123,544,375 	
259 	34,500,000 	2,158,044,375 	
260 	35,000,000 	2,193,044,375 	
261 	35,500,000 	2,228,544,375 	
262 	36,000,000 	2,264,544,375 	
263 	36,500,000 	2,301,044,375 	
264 	37,000,000 	2,338,044,375 	
265 	37,500,000 	2,375,544,375 	
266 	38,000,000 	2,413,544,375 	
267 	38,500,000 	2,452,044,375 	
268 	39,000,000 	2,491,044,375 	
269 	39,500,000 	2,530,544,375 	
270 	40,000,000 	2,570,544,375 	
271 	40,500,000 	2,611,044,375 	
272 	41,000,000 	2,652,044,375 	
273 	41,500,000 	2,693,544,375 	
274 	42,000,000 	2,735,544,375 	
275 	42,500,000 	2,778,044,375 	
276 	43,000,000 	2,821,044,375 	
277 	43,500,000 	2,864,544,375 	
278 	44,000,000 	2,908,544,375 	
279 	44,500,000 	2,953,044,375 	
280 	45,000,000 	2,998,044,375 	
281 	45,500,000 	3,043,544,375 	
282 	46,000,000 	3,089,544,375 	
283 	46,500,000 	3,136,044,375 	
284 	47,000,000 	3,183,044,375 	
285 	47,500,000 	3,230,544,375 	
286 	48,000,000 	3,278,544,375 	
287 	48,500,000 	3,327,044,375 	
288 	49,000,000 	3,376,044,375 	
289 	49,500,000 	3,425,544,375 	
290 	50,000,000 	3,475,544,375 	
291 	50,500,000 	3,526,044,375 	
292 	51,000,000 	3,577,044,375 	
293 	51,500,000 	3,628,544,375 	
294 	52,000,000 	3,680,544,375 	
295 	52,500,000 	3,733,044,375 	
296 	53,000,000 	3,786,044,375 	
297 	53,500,000 	3,839,544,375 	
298 	54,000,000 	3,893,544,375 	
299 	54,500,000 	3,948,044,375 	
300 	55,000,000 	4,003,044,375 	
301 	55,500,000 	4,058,544,375 	
302 	56,000,000 	4,114,544,375 	
303 	56,500,000 	4,171,044,375 	
304 	57,000,000 	4,228,044,375 	
305 	57,500,000 	4,285,544,375 	
306 	58,000,000 	4,343,544,375 	
307 	58,500,000 	4,402,044,375 	
308 	59,000,000 	4,461,044,375 	
309 	59,500,000 	4,520,544,375 	
310 	60,000,000 	4,580,544,375 	
311 	60,500,000 	4,641,044,375 	
312 	61,000,000 	4,702,044,375 	
313 	61,500,000 	4,763,544,375 	
314 	62,000,000 	4,825,544,375 	
315 	62,500,000 	4,888,044,375 	
316 	63,000,000 	4,951,044,375 	
317 	63,500,000 	5,014,544,375 	
318 	64,000,000 	5,078,544,375 	
319 	64,500,000 	5,143,044,375 	
320 	65,000,000 	5,208,044,375 	
321 	65,600,000 	5,273,644,375 	
322 	66,200,000 	5,339,844,375 	
323 	66,800,000 	5,406,644,375 	
324 	67,400,000 	5,474,044,375 	
325 	68,000,000 	5,542,044,375 	
Levels 326 - 415	Levels 326 - 415	Levels 326 - 415	Levels 326 - 415
Level 	EXP needed 	Cumulative EXP 	
326 	69,200,000 	5,611,244,375 	
327 	70,400,000 	5,681,644,375 	
328 	71,600,000 	5,753,244,375 	
329 	72,800,000 	5,826,044,375 	
330 	74,000,000 	5,900,044,375 	
331 	75,200,000 	5,975,244,375 	
332 	76,400,000 	6,051,644,375 	
333 	77,600,000 	6,129,244,375 	
334 	78,800,000 	6,208,044,375 	
335 	80,000,000 	6,288,044,375 	
336 	81,200,000 	6,369,244,375 	
337 	82,400,000 	6,451,644,375 	
338 	83,600,000 	6,535,244,375 	
339 	84,800,000 	6,620,044,375 	
340 	86,000,000 	6,706,044,375 	
341 	87,200,000 	6,793,244,375 	
342 	88,400,000 	6,881,644,375 	
343 	89,600,000 	6,971,244,375 	
344 	90,800,000 	7,062,044,375 	
345 	92,000,000 	7,154,044,375 	
346 	93,200,000 	7,247,244,375 	
347 	94,400,000 	7,341,644,375 	
348 	95,600,000 	7,437,244,375 	
349 	96,800,000 	7,534,044,375 	
350 	98,000,000 	7,632,044,375 	
351 	99,200,000 	7,731,244,375 	
352 	100,400,000 	7,831,644,375 	
353 	101,600,000 	7,933,244,375 	
354 	102,800,000 	8,036,044,375 	
355 	104,000,000 	8,140,044,375 	
356 	105,200,000 	8,245,244,375 	
357 	106,400,000 	8,351,644,375 	
358 	107,600,000 	8,459,244,375 	
359 	108,800,000 	8,568,044,375 	
360 	110,000,000 	8,678,044,375 	
361 	111,200,000 	8,789,244,375 	
362 	112,400,000 	8,901,644,375 	
363 	113,600,000 	9,015,244,375 	
364 	114,800,000 	9,130,044,375 	
365 	116,000,000 	9,246,044,375 	
366 	117,200,000 	9,363,244,375 	
367 	118,400,000 	9,481,644,375 	
368 	119,600,000 	9,601,244,375 	
369 	120,800,000 	9,722,044,375 	
370 	122,000,000 	9,844,044,375 	
371 	123,200,000 	9,967,244,375 	
372 	124,400,000 	10,091,644,375 	
373 	125,600,000 	10,217,244,375 	
374 	126,800,000 	10,344,044,375 	
375 	128,000,000 	10,472,044,375 	
376 	129,200,000 	10,601,244,375 	
377 	130,400,000 	10,731,644,375 	
378 	131,600,000 	10,863,244,375 	
379 	132,800,000 	10,996,044,375 	
380 	134,000,000 	11,130,044,375 	
381 	135,200,000 	11,265,244,375 	
382 	136,400,000 	11,401,644,375 	
383 	137,600,000 	11,539,244,375 	
384 	138,800,000 	11,678,044,375 	
385 	140,000,000 	11,818,044,375 	
386 	141,200,000 	11,959,244,375 	
387 	142,400,000 	12,101,644,375 	
388 	143,600,000 	12,245,244,375 	
389 	144,800,000 	12,390,044,375 	
390 	146,000,000 	12,536,044,375 	
391 	147,200,000 	12,683,244,375 	
392 	148,400,000 	12,831,644,375 	
393 	149,600,000 	12,981,244,375 	
394 	150,800,000 	13,132,044,375 	
395 	152,000,000 	13,284,044,375 	
396 	153,200,000 	13,437,244,375 	
397 	154,400,000 	13,591,644,375 	
398 	155,600,000 	13,747,244,375 	
399 	156,800,000 	13,904,044,375 	
400 	158,000,000 	14,062,044,375 	
401 	159,200,000 	14,221,244,375 	
402 	160,400,000 	14,381,644,375 	
403 	161,600,000 	14,543,244,375 	
404 	162,800,000 	14,706,044,375 	
405 	164,000,000 	14,870,044,375 	
406 	165,200,000 	15,035,244,375 	
407 	166,400,000 	15,201,644,375 	
408 	167,600,000 	15,369,244,375 	
409 	168,800,000 	15,538,044,375 	
410 	170,000,000 	15,708,044,375 	
411 	171,200,000 	15,879,244,375 	
412 	172,400,000 	16,051,644,375 	
413 	173,600,000 	16,225,244,375 	
414 	174,800,000 	16,400,044,375 	
415 	176,000,000 	16,576,044,375 	
Category:Character Details