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Every survivor is defined by their skills; a catch-all game term that can refer to a survivor's unique knowledge, background, birth traits, expertise and much more. All of them are considered skills and all of them appear in the survivor's character sheet together under **Skills**. Skills could offer a passive bonus to a survivor, enable them to perform some action at the base, equip some rare piece of equipment that they are unable to do so, or offers them an Active Ability they could use a limited amount of times during a battle.

## Skill Categories

While all skills are grouped together, there are actually three major types of Skills: **Profession Skills**, **General/Negative Skills** and **Skill Trees**. There are also two additional skill groups that are smaller and rarer: **Learned Skills** and **Unique Skills**. All survivors, with the exception of Unique Survivors, have skills in all three major types.

Finally, there is a category of **Unlock Skills** that can be obtained in various ways and means, but are key - as they unlock access to certain high-end weapons, armor, and objects.

The skill groups vary greatly in the potency of their skill and how a player may go about obtaining them.

### Skill Trees

Skill trees are assigned to a character based on their profession. As a character gains experience and levels up, they can increase their progression across skill trees by assigning ability points to their trees. Survivor gains one ability point per level, with one additional point at level 5 and 10 - with 10 being the maximum level. Therefore, a player can get up to **12** ability points.

Every profession offers a survivor **8** different skill trees to choose from. Every skill tree has four levels, with the fourth level usually unlocking a powerful capstone skill. All in all, a player can hope to maximize 3 out of the 8 skill trees of their survivor.

Some levels have multiple options, of which only one can be unlocked when an increase is selected. Some of these options are available across various skill trees - unlocking them once removes the ability to select them a second time from another skill tree.

### Profession Skills

Every survivor, with the exception of unique survivors, is generated with 1 profession skill at the start of the game. They can not be obtained or learned in any other way. These skills are often the most powerful and potent skills in the game they are the biggest differentiator of survivors and what truly defines them.

Profession Skills reflect that survivor's background. They are called Profession Skills because they are selected at random from a pool that is unique to every profession. A Fighter profession skill could be an ex-cop, whereas an Academic's profession skill might be a mathematician. There are some Profession Skills that are available to two or three different professions..

Every Profession has a pool of at least 8 different Profession Skills, ranging in three levels of rarity: common, uncommon and rare. Rarer profession skills tend to be overall better than those of lower rarity but beyond that, they have no meaningful difference.

1. [Experimenter] Research Speed +30%, Can Equip Rare Tech Weapons, Can Equip Rare Tech Armor
2. [Scientist] Research Speed +75%
3. [Tomb Raider] Holy Weapons Damage +15%, Dark Weapons Damage +15%, Can Equip Rare Occult Weapons
4. [Gardener] Farm Speed +60%
5. [Occult Dabbler] Occult Research Speed +60%
6. [Botanist] Farm Speed +75%
7. [Lab Assistant] Research Speed +60%
8. [Librarian] Occult Research Speed +60%, Research Speed +60%
9. [Crafter] Craft Speed +60%
10. [Mathematician] Research Speed +50%, Accuracy +10%, Tech Weapons Attack Speed +15%
11. [Alchemist] Craft Speed +65%, Ability (Transmute) Range 8, Targets Enemies, Duration 15, Armor -25%, Uses 1
12. [Necromancer] Research Speed +50%, Occult Research Speed +50%, Can Equip Rare Dark Armor
 Artisan

1. [Merchant] Scavenge Speed +40%, Pistols Accuracy +20%
2. [Miner] Mine Speed +60%
3. [Tinkerer] Craft Speed +75%
4. [Gatherer] Scavenge Speed +25%, Gather Water Speed +60%, Chop Speed +60%
5. [Coal Miner] Mine Speed +75%, Max Energy +10%
6. [Crafter] Craft Speed +60%
7. [Stevedore] Movement Speed +10%, Max Energy +10%, Work Speed +10%, Melee Damage +10%
8. [Oil Driller] Mine Speed +75%, Max Energy +20%, Max Nutrition +20%, Max Health +15%
9. [Tech Dealer] Craft Speed +40%, Tech Weapons Accuracy + 10%, Tech Weapons Damage + 10%, Can Equip Rare Tech Armor, Can Equip Rare Tech Weapons
10. [Factory Worker] Craft Speed +50%, Tools Accuracy + 20%, Can Equip Rare Tool Weapons
 Defender

1. [SWAT] Armor +10%, Cover Efficiency +15%
2. [Health Nut] Max Health +15%
3. [Fencer] Melee Armor Piercing +35%, Melee Evasion +10%, Ability (Retreat) Requires Melee, Targets Self, Duration 7.5 Seconds, Untargettable, Movement Speed +50%, damage -1,000%, Uses 1
4. [Machinegunner] Automatic Weapons Damage +10%, Cover Efficiency +15%, Can Equip: Rare Firearms
5. [Bouncer] Damage Received -15%, Movement Speed -15%, Ability (Zap) Targets Enemies, Duration 20, Evasion -30%, Accuracy -20%, Attack Speed -20%, Movement Speed -35%, Uses 1
6. [Medic] Tech Weapons Accuracy +20%, Ability (Heal) Healing 30%, Targets Allies, Uses 1
7. [Sheriff] Patrol Speed +50%, Melee Armor +10%
8. [Nature's Warrior] Farm Speed +50%, Max Health +20%, Can Equip Rare Nature Armor
9. [Bodyguard] Damage Received -15%, Movement Speed -15%
10. [Holy Warrior] Holy Weapons Armor +30%, Dark Weapons Damage -50%, Can Equip Rare Holy Armor, Can Equip Rare Occult Weapons
 Engineer

1. [Crafter] Craft Speed +60%
2. [Worker] Quarry Speed +60%
3. [Miner] Mine Speed +60%
4. [Lab Assistant] Research Speed +60%
5. [Geek] Research Speed +75%, Craft Speed +75%, Damage -10%, Accuracy -10%
6. [Architect] Build Speed +65%, Craft Speed +65%, Tools Accuracy +10%, Can Equip Rare Tool Weapons
7. [Builder] Build Speed +60%
8. [Health Nut] Max Health +15%
9. [Tinkerer] Craft Speed +75%
10. [Constructor] Build Speed +75%
11. [Hacker] Research Speed +40%, Tech Weapons Accuracy +10%, Tech Weapons Damage +10%, Can Equip Rare Tech Armor, Can Equip Rare Tech Weapons
12. [Scientist] Research Speed +75%
 Fighter

1. [Ex-Convict] Quarry Speed +30%, Max Health -10%, Melee Accuracy +8%, Melee Damage +8%, Ability (Charge) Requires Melee, Targets Self, Duration 10, Movement Speed +200%, Evasion +25%, Uses 1
2. [Gangster] Automatic Weapons Attack Speed +15%, Damage +10%, Accuracy -5%
3. [Ex-Cop] Farm Speed -50%, Pistols Accuracy +15%, Pistols Evasion +12%, Attack Speed +5%
4. [Spotter] Patrol Speed +75%, Vision Range +2, Awareness Generation -1, Can Equip Sniper Rifles
5. [Ninja] Craft Speed +35%, Sharp Damage +10%, Sharp Evasion +10%, Sharp Accuracy +10%, Movement Speed +10%, Can Equip Rare Nature Armor, Ability (Disappear) Targets Self, Duration 7.5 Seconds, Untargettable, Movement Speed +50%, damage -1,000%, Uses 1
6. [Gun Enthusiast] Craft Speed +20%, Pistols Accuracy +15%, Rifles Accuracy +15%
7. [Soldier] Patrol Speed +50%, Damage +8%, Accuracy +5%, Max Health +8%, Can Equip Rare Firearms
8. [Spook] Accuracy + 20%, Evasion +12%, Max Health +10%, Max Energy + 10%, Awareness Generation -1.5, Work Speed -10%, Can Equip Sniper Rifles
9. [Martial Artist] Melee Accuracy +10%, Melee Evasion +5%, Ability (Zap) Targets Enemies, Duration 20, Evasion -30%, Accuracy -20%, Attack Speed -20%, Movement Speed -35%, Uses 1
 Occultist

1. [Occult Practitioner] Rituals Speed +60%
2. [Witch] Rituals Speed +50%, Occult Research Speed +20%, Dark Weapons Damage +10%, Ability: (Hex) Range 10, Targets Enemies, Duration 10, Accuracy -50%, Attack Speed -50%, Uses 1
3. [Occult Dabbler] Occult Research Speed +60%
4. [Religious] Occult Research Speed -50%, Holy Weapons Accuracy +10%, Dark Weapons Accuracy -20%, Awareness Generation +1, Can Equip Rare Holy Armor
5. [Cultist] Can Equip Rare Dark Armor
6. [Crusader] Occult Research Speed +75%, Max Health +15%, Can Equip Rare Occult Weapons
7. [Monk] Research Speed +40%, Occult Research Speed +40%, Damage -20%, Automatic Weapons Damage -20%, Tech Weapons Damage -20%, Holy Weapons Damage +10%, Melee Weapons Damage +30%, Can Equip Rare Holy Armor, Ability (Heal) Healing 30%, Targets Allies, Uses 1
8. [Demonologist] Occult Research Speed +60%, Rituals Speed +60%
9. [Librarian] Occult Research Speed +60%, Research Speed +60%
 Priest/Priestess

1. [Gardener] Farm Speed +60%
2. [Cult Leader] Rituals Speed +50%, Dark Weapons Accuracy +10%, Can Equip Rare Dark Armor
3. [Corrupt] Damage -20%, Damage Received -20%
4. [Preacher] Build Speed +60%, Tools Accuracy +10%, Can Equip Rare Tool Weapons
5. [Devout] Damage +20%, Damage Received +20%
6. [Saint] Damage -25%, Damage Received -20%, Can Equip Rare Occult Weapons, Can Equip Rare Holy Armor
7. [Builder] Build Speed +60%
8. [Dark Priest] Damage +20%, Damage Received +20%, Dark Weapons Evasion +12%, Can Equip Rare Dark Armor
9. [Countryperson] Farm Speed +50%, Max Health +10%, Attack Speed -15%, Can Equip Rare Nature Armor
 Samurai

1. [Bodyguard] Damage Received -15%, Movement Speed -15%
2. [Fencer] Melee Armor Piercing +35%, Melee Evasion +10%, Ability (Retreat) Requires Melee, Targets Self, Duration 7.5 Seconds, Untargettable, Movement Speed +50%, damage -1,000%, Uses 1
3. [Religious] Occult Research Speed -50%, Holy Weapons Accuracy +10%, Dark Weapons Accuracy -20%, Awareness Generation +1, Can Equip Rare Holy Armor
4. [Health Nut] Max Health +15%
5. [Martial Artist] Melee Accuracy +10%, Melee Evasion +5%, Ability (Zap) Targets Enemies, Duration 20, Evasion -30%, Accuracy -20%, Attack Speed -20%, Movement Speed -35%, Uses 1
6. [Sheriff] Patrol Speed +50%, Melee Armor +10%
7. [Devout] Damage +20%, Damage Received +20%
8. [Ronin] Dark Weapons Damage +15%, Sharp Damage +10%, Work Speed +10%, Can Equip Rare Nature Armor, Ability (Retreat) Requires Melee, Targets Self, Duration 7.5 Seconds, Untargettable, Movement Speed +50%, damage -1,000%, Uses 1
9. [Master Swordsman] Sharp Damage +15%, Sharp Evasion + 15%, Sharp Accuracy + 15%, Ability (Charge) Requires Melee, Targets Self, Duration 10, Movement Speed +200%, Evasion +25%, Uses 1
 Scout

1. [Huntsman] Chop Speed +75%, Gather Water Speed +75%, Bows Accuracy +25%, Attack Speed +5%, Vision Range +2
2. [Worker] Quarry Speed +60%
3. [Machinegunner] Automatic Weapons Damage +10%, Cover Efficiency +15%, Can Equip: Rare Firearms
4. [Sentry] Map Speed +15%, Pistols Accuracy +10%
5. [Gunslinger] Pistols Accuracy +15%, Pistols Attack Speed +15%
6. [Marathon Runner] Movement Speed +10%, Max Energy +15%, Ability (Sprint) Targets Self, Duration 20, Movement Speed +20%, Uses 1
7. [Gatherer] Scavenge Speed +25%, Gather Water Speed +60%, Chop Speed +60%
8. [Spotter] Patrol Speed +75%, Vision Range +2, Awareness Generation -1, Can Equip Sniper Rifles
9. [Hobo] Scavenge Speed +40%, Movement Speed +10%, Awareness Generation -1.5
 Survivalist

1. [Gardener] Farm Speed +60%
2. [Farmer] Farm Speed +75%, Occult Research Speed -50%, Rituals Speed -50%
3. [Hoarder] Scavenge Speed +40%, Movement Speed +5%
4. [Naturalist] Farm Speed +75%, Can Equip Rare Nature Armor, Ability: (Entangle) AOE 2, Range 7, Targets Tile, Duration 20, Evasion -15%, Attack Speed -15%, Movement Speed -50%, Uses 1
5. [Insomniac] Max Energy -50%, Movement Speed -10%, Work Speed +25%
6. [Gatherer] Scavenge Speed +25%, Gather Water Speed +60%, Chop Speed +60%
7. [Conspiracy Theorist] Evasion +10%, Ability (Disappear) Targets Self, Duration 7.5, Untargettable, Movement Speed +50%, Damage -1,000%, Uses 1
8. [Scavenger] Scavenge Speed +40%, Gather Water Speed +75%, Chop Speed +75%

### General and Negative Skills

Most survivors end with more than one starting skill. Like Profession Skills, general and negative skills cannot be learned or changed during the game (with the exception of Mutate Soul Ritual). Unlike Profession Skills, where a survivor always has one, survivors may have anywhere between 0 and 3 general and negative skills.

* General Skills are mostly positive benefits. They are of a lower benefit than Profession Skills but could still be quite potent. Players may have 0, 1 or 2 general skills, with 33% chance for each of those options. General Skills also range, like Profession Skills, in rarity, with common, uncommon and rare options.
* Negative skills are, as can be expected, mostly negative benefits. A survivor has 25% of having a negative skill. Negative skills do not have rarity levels. If a survivor has a negative skill it is always listed just below the profession skill. The uncommon negative skill Elitist can be useful for a researching or crafting build, while the rare negative skill Skeptic.can be useful for combat.

Certain Professions may disallow certain skill combination (both negative and general skills). So, for example, one can not have a Skeptic Priest or a Hippie Priest.

### Learned Skills

Learned Skills refer to a short list of skills that can be obtained via rare books, that are sold by traders. These books unlock new **active abilities**. Survivors learn these skills by using the purchased book via the 'Use' tab within the in game inventory. Each book is a single use item.

Some of those **active abilities** are very similar to abilities granted by general skills, profession skills or skill trees. In these cases, the learned skill will stack with preexisting skills, giving the survivor another 'charge' of the **active ability**.

### Unique Skills

Within Judgment there are a number of Unique Survivors, preset survivors that pay homage to a character from modern folklore, usually a TV, movie or novel reference. Unique survivors can be recognized by their powerful Unique Skill.

Unique Skills replace the typical Profession Skills most survivors have. Since unique survivors do not start with any other negative or general skill, the unique skills are usually more powerful than any combination of rare general skills and rare profession skills.

Unique Survivors are a powerful prize and should be treasured and protected. That being said they tend to be somewhat of a cookie cutter character, with a highly specific and individual advantage that is usually only good for one use.

### Unlock Skills

Unlock Skills are an a-typical category that is used mostly to simply have an easy reference to a certain range of skills. These skills can usually be obtained as a bonus from various general and profession's skills, or they can be gained via skill trees. In the case of skill trees, they are almost always available as an elective in the capstone skill of that specific skill tree - ie, the final fourth level of that tree.

Without exception, unlock skills are major milestones and allow a survivor to equip or build the most powerful gear in the game.

* **Defensive Structures:** This allows the survivor to construct powerful defensive structures and objects, such as the Guard Tower and Bunker. It can be learned by reaching the capstone in the **Construction** skill tree.
* **Sniper Rifles:** This allows the survivor to equip the powerful yet unwieldy sniper rifles, including the Sniper Rifle, 50 Caliber, and Guided Sniper. It can be learned by reaching the capstone skill of the **Marksmanship**, **Scouting** or **Rifles** skill trees.
* **Rare Firearms:** This allows the survivor to equip any range of rare ranged weapons, including Pistols, Automatic Weapons, and Rifles. It can be learned by reaching the capstone skill of the **Marksmanship**, **Damage**, **Pistols**, **Rifles** or **Automatic Weapons** skill trees.
* Rare Occult:
* **Rare Tech Weapon:** This allows the survivor to equip rare tech weapons, such as the Coilgun, Railgun, Freeze Ray, Beam Cannon, Damnator and Plasma Charger. It can be learned by reaching the capstone skill in the **Research**, **Tech Weapons**, **Automatic Weapons** or **Rifles** skill trees.