![](/w/images/thumb/f/f6/Character_creation_2.jpg/300px-
Character_creation_2.jpg)

Traits

**Traits** are modifiers, positive and negative, available to the player. Some
traits can be chosen during character creation (indicated by a _points_ value)
and others may be given with their choice of occupation, also known as
hobbies. Multiple presets can be made to save a combination of a profession
and multiple other traits which makes it useful for players that want to
quickly jump right into the apocalypse.

The character will not spawn until "Points to Spend" is a positive number or
equal to zero. This means that the player can start the game with only
negative traits if they choose to do so, but if the player wants positive
traits they will have to make some compromises.

Traits categorized as "Mutually exclusive" cannot be taken simultaneously
(e.g. Choosing "Deaf" cannot be taken with "Hard of Hearing" or "Keen Hearing"
too).

Consider that occupations can manipulate the maximum amount of starting points
a player can have. So a list of positive traits that an unemployed character
is allowed may result in a point deficit for a character who is a veteran
instead, requiring more negative traits.

Some traits can be gained or lost during gameplay, which will depend on the
player's activities. Such as the "Overweight" trait, which can be gained if
the player reaches a weight above 85, or picked up during character creation
and then lost by reaching a weight below 85. These traits can be seen at any
time by checking the "Info" panel, which is opened with the `J` key by
default.

A character will get an XP boost in any skill they start the game above level
0. The XP boosts gained with different starting levels are as follows:

Starting level  | 0 | 1 | 2 | ≥3
---|---|---|---|---
XP boost  | 25% | 75% | 100% | 125%

**Note:** that there is a bug in the current version of build 41, and this
bonus is shown for both Strength and Fitness but is NOT applied as of version
41.50.Verify

## List of traits

### Positives

Icon  | Name  | Type  | Mutually exclusive  | Points  | Description  | Effect
---|---|---|---|---|---|---
![Trait adrenalinejunkie.png](/w/images/a/ab/Trait_adrenalinejunkie.png) | **Adrenaline Junkie** | Positive  | Agoraphobic, Claustrophobic, Cowardly, Desensitized  | -8  | _"Moves faster when highly panicked."_ | Adds a flat bonus of 0.20 or 0.25 for the character's base speed at Strong or Extreme Panic, which increases walking, running, and sprinting speed.
![Trait athletic.png](/w/images/0/08/Trait_athletic.png) | **Athletic** | Positive  | Fit, Out of Shape, Obese, Overweight, Unfit, Very Underweight  | -10  | _"Can run faster and longer without tiring."_ | +4 Fitness. +20% running/sprinting speed . -20% running/sprinting endurance loss from the trait itself.
![Trait brave.png](/w/images/c/c8/Trait_brave.png) | **Brave** | Positive  | Cowardly, Desensitized  | -4  | _"Less prone to becoming panicked."_ | 30% panic except for night terrors and phobias.
![Trait nightvision.png](/w/images/0/0f/Trait_nightvision.png) | **Cat's Eyes** | Positive  | \-  | -2  | _"Better vision at night."_ | +20% better vision at night. Affects search mode
![Trait dextrous.png](/w/images/d/d4/Trait_dextrous.png) | **Dextrous** | Positive  | All Thumbs  | -2  | _"Transfers inventory items quickly."_ | 50% inventory transferring time.
![Trait eagleeyed.png](/w/images/e/e1/Trait_eagleeyed.png) | **Eagle Eyed** | Positive  | Short Sighted  | -6  | _"Has a faster visibility fade and a higher visibility arc."_ | Character has a wider field of view. Affects search mode
![Trait fasthealer.png](/w/images/f/ff/Trait_fasthealer.png) | **Fast Healer** | Positive  | Slow Healer  | -6  | _"Recovers faster from injury and illness."_ | Does not apply to exercise fatigue. Recently inflicted injuries have less severity. Including Scratches, Lacerations, Lodged Bullets, Deep wounds (with/without glass), Bites and Fractures. (Check Health for more details.)
![Trait fastlearner.png](/w/images/d/d7/Trait_fastlearner.png) | **Fast Learner** | Positive  | Slow Learner  | -6  | _"Increases XP gains."_ | 130% XP for all skills except Strength and Fitness.
![Trait fastreader.png](/w/images/8/87/Trait_fastreader.png) | **Fast Reader** | Positive  | Illiterate, Slow Reader  | -2  | _"Takes less time to read books."_ | 130% reading speed.
![Trait fit.png](/w/images/a/a1/Trait_fit.png) | **Fit** | Positive  | Athletic, Out of Shape, Obese, Overweight, Unfit  | -6  | _"In good physical shape."_ | +2 Fitness.
![Trait graceful.png](/w/images/8/87/Trait_graceful.png) | **Graceful** | Positive  | Clumsy  | -4  | _"Makes less noise when moving."_ | 60% footsteps sound radius. 90% chance to trip while run/sprint vaulting a low fence or lunging zombies.
![Trait inconspicuous.png](/w/images/f/f2/Trait_inconspicuous.png) | **Inconspicuous** | Positive  | Conspicuous  | -4  | _"Less likely to be spotted by zombies."_ | 50% chance of zombies spotting you.
![Trait irongut.png](/w/images/8/80/Trait_irongut.png) | **Iron Gut** | Positive  | Weak Stomach  | -3  | _"Less chance to have food illness."_ | 50% chance of food illness. Food illness lasts shorter. Check Health for more details.
![Trait keenhearing.png](/w/images/1/16/Trait_keenhearing.png) | **Keen Hearing** | Positive  | Deaf, Hard of Hearing  | -6  | _"Larger perception radius."_ | 200% perception radius. Zombies that approach from behind will be visible much earlier.
![Trait lighteater.png](/w/images/5/57/Trait_lighteater.png) | **Light Eater** | Positive  | Hearty Appetite  | -4  | _"Needs to eat less regularly."_ | 75% hunger.
![Trait lowthirst.png](/w/images/9/92/Trait_lowthirst.png) | **Low Thirst** | Positive  | High Thirst  | -6  | _"Needs to drink water less regularly."_ | 50% thirst.
![Trait lucky.png](/w/images/d/dd/Trait_lucky.png) | **Lucky** | Positive  | Unlucky  | -4  | _"Sometimes things just go your way."_ | +10% chance of finding loot. -5% chance of failing item repairs. Affects search mode.
Not available in multiplayer.
![Trait organized.png](/w/images/7/7f/Trait_organized.png) | **Organized** | Positive  | Disorganized  | -6  | _"Increased container inventory capacity."_ | 130% capacity for all containers, including boxes, cupboards and cars
![Trait outdoorsman.png](/w/images/2/2c/Trait_outdoorsman.png) | **Outdoorsman** | Positive  | \-  | -2  | _"Not affected by harsh weather conditions."_ | 10% chance of catching a cold. 1% or 1.25% chance of getting scratched/lacerated while Walking or Running through trees. Start a fire on campfires with Notched Plank faster. Affects search mode
![Trait resilient.png](/w/images/f/fe/Trait_resilient.png) | **Resilient** | Positive  | Prone to Illness  | -4  | _"Less prone to disease. Slower rate of zombification."_ | 75% zombification progression rate, 45% chance of catching a cold, 80% cold strength and 50% cold progression speed.
![Trait speeddemon.png](/w/images/f/f2/Trait_speeddemon.png) | **Speed Demon** | Positive  | Sunday driver  | -1  | _"The fast driver."_ | 200% Gear switching speed, 115% top speed for all vehicles
![Trait stout.png](/w/images/d/da/Trait_stout.png) | **Stout** | Positive  | Feeble, Strong, Weak  | -6  | _"Extra knockback from melee weapons and increased carry weight."_ | +2 Strength
![Trait strong.png](/w/images/c/c2/Trait_strong.png) | **Strong** | Positive  | Feeble, Stout, Weak, Very Underweight  | -10  | _"Extra knockback from melee weapons and increased carry weight."_ | +4 Strength, +40% knockback power (damage does not increase).
![Trait thickskinned.png](/w/images/2/26/Trait_thickskinned.png) | **Thick Skinned** | Positive  | Thin Skinned  | -8  | _"Less chance of scratches or bites breaking the skin."_ | Multiplies the chance of not being injured by a zombie attack by 1.3 (base 15% chance, modified by character's weapon skill). Additionally, alters the chance of clothes being damaged by walking through trees to 1 in 13.
![Trait needslesssleep.png](/w/images/b/bc/Trait_needslesssleep.png) | **Wakeful** | Positive  | Sleepyhead  | -2  | _"Needs less sleep."_ | -30% Fatigue increase rate, +10% Sleep efficiency

### Hobbies

Icon  | Name  | Type  | Occupation  | Points  | Description  | Effect
---|---|---|---|---|---|---
![Trait mechanics.png](/w/images/2/24/Trait_mechanics.png) | **Amateur Mechanic** | Occupation  | Mechanic | \-  | _"Familiar with the maintenance and repair of all vehicle models on the roads of Kentucky"_ | +3 Mechanics, can repair all vehicle types without having to read any recipe magazines.
![Trait mechanics.png](/w/images/2/24/Trait_mechanics.png) | **Amateur Mechanic** | Hobby  | \-  | -5  | _"Has a detailed knowledge of common and heavy vehicle models and their repairs."_ | +1 Mechanics, can repair standard and heavy-duty vehicles.
![Trait fishing.png](/w/images/a/ab/Trait_fishing.png) | **Angler** | Hobby  | \-  | -4  | _"Knows the basics of fishing."_ | +1 Fishing
Knows how to make and fix a fishing rod.
![Trait axeman.png](/w/images/0/04/Trait_axeman.png) | **Axe Man** | Occupation  | Lumberjack | \-  | _"Better at chopping trees. Faster axe swing."_ | Swing axes 25% faster (combat and tree cutting).
![Trait baseballplayer.png](/w/images/4/4d/Trait_baseballplayer.png) | **Baseball Player** | Hobby  | \-  | -4  | _"Has practice with a baseball bat and knows how to hit with precision."_ | +1 Long Blunt
![Trait burglar.png](/w/images/0/0a/Trait_burglar.png) | **Burglar** | Occupation  | Burglar | \-  | _"Can hotwire vehicles, less chance of breaking the lock of a window."_ | Can hotwire vehicles and has less chance of breaking the lock of a window when forced open.
![Trait brawler.png](/w/images/c/cf/Trait_brawler.png) | **Brawler** | Hobby  | \-  | -6  | _"Used to getting into trouble."_ | +1 Axe, +1 Long Blunt
![Trait cook.png](/w/images/a/ad/Trait_cook.png) | **Cook** | Hobby  | \-  | -6  | _"Knows cooking recipes."_ | +2 Cooking
Currently broken in-game. Trait does not give recipes or affect foraging mode.
Still gives skill boost though.
![Trait cook.png](/w/images/a/ad/Trait_cook.png) | **Cook** | Occupation  | Chef
Burger Flipper | \-  | _"Knows how to cook."_ | Currently broken in-game. Trait does not give recipes or affect foraging mode.
![Trait desensitized.png](/w/images/7/72/Trait_desensitized.png) | **Desensitized** | Occupation  | Veteran | \-  | _"War... War never changes."_ | 0% panic from all sources except night terrors.
![Trait firstaid.png](/w/images/c/c7/Trait_firstaid.png) | **First Aider** | Hobby  | \-  | -4  | _"Has a CPR and First Aid course certificate."_ | +1 First Aid
![Trait formerscout.png](/w/images/1/18/Trait_formerscout.png) | **Former Scout** | Hobby  | \-  | -6  | _"Knows how to pick wild berries and how to treat small injuries."_ | +1 First Aid, +1 Foraging. Affects search mode.
![Trait gardener.png](/w/images/6/67/Trait_gardener.png) | **Gardener** | Hobby  | \-  | -4  | _"Has basic agriculture knowledge."_ | +1 Farming
Knows mildew and flies cure. Affects search mode.
![Trait gymnast.png](/w/images/a/a5/Trait_gymnast.png) | **Gymnast** | Hobby  | \-  | -5  | _"Agile and discreet."_ | +1 Lightfooted, +1 Nimble
![Trait handy.png](/w/images/a/a1/Trait_handy.png) | **Handy** | Hobby  | \-  | -8  | _"Faster and stronger constructions."_ | +1 Carpentry, +1 Maintenance
+100HP to all constructions.
Increases building speed (≈11%).
![Trait herbalist.png](/w/images/b/b6/Trait_herbalist.png) | **Herbalist** | Hobby/
Occupation  | \-  | -6  | _"Can findmedicinal plants and craft medicines and poultices from them."_ | Able to find herbal medicines, make poultices from them, and identify poisonous wild food. Affects search mode.
![Trait hiker.png](/w/images/4/4f/Trait_hiker.png) | **Hiker** | Hobby  | \-  | -6  | _"Used to surviving in the jungle."_ | +1 Foraging, +1 Trapping. Affects search mode.
![Trait hunter.png](/w/images/9/9b/Trait_hunter.png) | **Hunter** | Hobby  | \-  | -8  | _"Know the basics of hunting."_ | +1 Aiming, +1 Short Blade, +1 Sneaking, +1 Trapping and affects search mode.
![Trait nightowl.png](/w/images/b/b0/Trait_nightowl.png) | **Night Owl** | Occupation  | Security Guard | \-  | _"Requires little sleep. Stays extra alert when sleeping"_ | Recovers from tiredness quicker while sleeping, but will remain asleep even when your character reaches 0 tiredness, which requires an alarm to take advantage of the trait.
![Trait nutritionist.png](/w/images/f/f1/Trait_nutritionist.png) | **Nutritionist** | Hobby/
Occupation  | Fitness Instructor | -4  | _"Can see the nutritional values of any food."_ | Allows the player to see the nutritional values of any food, even those that aren't packaged. Affects search mode.
![Trait jogger.png](/w/images/4/46/Trait_jogger.png) | **Runner** | Hobby  | \-  | -4  | _"Runner in the spare times."_ | +1 Sprinting
![Trait tailor.png](/w/images/4/4b/Trait_tailor.png) | **Sewer** | Hobby  | \-  | -4  | _"+1 Tailoring"_ | +1 Tailoring

### Negatives

Icon  | Name  | Type  | Mutually exclusive  | Points  | Description  | Effect
---|---|---|---|---|---|---
![Trait agoraphobic.png](/w/images/0/08/Trait_agoraphobic.png) | **Agoraphobic** | Negative  | Adrenaline Junkie, Claustrophobic, Desensitized  | +4  | _"Gets panicked when outdoors"_ | Enters in Panic when outdoors and affects search mode.
![Trait allthumbs.png](/w/images/9/97/Trait_allthumbs.png) | **All Thumbs** | Negative  | Dextrous  | +2  | _"Transfers inventory items slowly"_ | 400% inventory transferring time.
![Trait asthmatic.png](/w/images/c/ce/Trait_asthmatic.png) | **Asthmatic** | Negative  | \-  | +5  | _"Faster endurance loss"_ | 140% running/sprinting endurance loss. 130% increase in swing endurance lost.
![Trait claustophobic.png](/w/images/7/7b/Trait_claustophobic.png) | **Claustrophobic** | Negative  | Adrenaline Junkie, Agoraphobic, Desensitized  | +4  | _"Gets panicked when indoors"_ | Enters in Panic when indoors.
![Trait clumsy.png](/w/images/4/48/Trait_clumsy.png) | **Clumsy** | Negative  | Graceful  | +2  | _"Makes more noise when moving"_ | 120% footsteps sound radius, 110% chance to trip while run/sprint vaulting a low fence or lunging zombies.
![Trait conspicuous.png](/w/images/e/ed/Trait_conspicuous.png) | **Conspicuous** | Negative  | Inconspicuous  | +4  | _"More likely to be spotted by zombies."_ | 200% chance of getting spotted by zombies.
![Trait cowardly.png](/w/images/1/11/Trait_cowardly.png) | **Cowardly** | Negative  | Adrenaline Junkie, Brave, Desensitized  | +2  | _"Especially prone to becoming panicked"_ | 200% panic except for night terrors and phobias.
![Trait deaf.png](/w/images/4/4b/Trait_deaf.png) | **Deaf** | Negative  | Hard of Hearing, Keen Hearing  | +12  | _"Smaller perception radius and hearing range"_ | Can't hear sound. Radio chatter will not appear above the radio, however, they can see/read a TV due to closed captions.
![Trait disorganized.png](/w/images/d/df/Trait_disorganized.png) | **Disorganized** | Negative  | Organized  | +4  | _"Decreased container inventory capacity"_ | 70% capacity for all containers, including boxes and cupboards.
![Trait emaciated.png](/w/images/f/fa/Trait_emaciated.png) | **Emaciated** | Negative  | \-  | \-  | _"Low strength, low endurance and prone to injury"_ | Is only present at weight 50 and less and will begin taking damage at weight 35. 40% melee damage. 75% chance to fail to climb a tall fence. 30% endurance regeneration. 20 more fall damage.
![Trait feeble.png](/w/images/8/87/Trait_feeble.png) | **Feeble** | Negative  | Strong, Stout, Weak  | +6  | _"Less knockback from melee weapons. Decreased carrying weight."_ | -2 Strength
![Trait hardofhearing.png](/w/images/5/5a/Trait_hardofhearing.png) | **Hard of Hearing** | Negative  | Deaf, Keen Hearing  | +4  | _"Smaller perception radius. Smaller hearing range."_ | Besides the decreased perception radius, the range of sound will be decreased and the sound effects will be muffled.
![Trait heartyappetite.png](/w/images/4/46/Trait_heartyappetite.png) | **Hearty Appetite** | Negative  | Light Eater, Very Underweight  | +4  | _"Needs to eat more regularly"_ | 150% hunger. Gives a +3% bonus to packaged foods, mushrooms, berries, and animals for foraging.
![Trait hemophobic.png](/w/images/8/89/Trait_hemophobic.png) | **Fear of Blood** | Negative  | Desensitized  | +5  | _"Panic when performing first aid on self, cannot perform first aid on others, gets stressed when bloody"_ | \-
![Trait highthirst.png](/w/images/2/29/Trait_highthirst.png) | **High Thirst** | Negative  | Low Thirst  | +6  | _"Needs more water to survive"_ | 200% thirst
![Trait illiterate.png](/w/images/5/59/Trait_illiterate.png) | **Illiterate** | Negative  | Fast Reader, Slow Reader  | +8  | "Cannot read books"  | Unable to get a mood boost by reading leisure books, learning new recipes by reading recipe magazines, or getting an XP multiplier by reading skill books.
![Trait out of shape.png](/w/images/9/93/Trait_out_of_shape.png) | **Out of Shape** | Negative  | Athletic, Fit, Unfit  | +6  | _"Low endurance, low endurance regeneration."_ | -2 Fitness
![Trait obese.png](/w/images/f/ff/Trait_obese.png) | **Obese** | Negative  | Athletic, Fit, Out of Shape, Overweight, Underweight, Very Underweight  | +10  | _"Reduced running speed, very low endurance and prone to injury."_ | -2 Fitness. Max Fitness of 8. The trait itself reduce run speed and endurance. Starting weight is 105 and is only present at weights 100 and above. 120% chance to trip while run/sprint vaulting a low fence. 90% chance to trip from lunging zombies. 75% chance to climb a tall fence. 40% endurance regeneration. 20 more fall damage.
![Trait overweight.png](/w/images/2/2c/Trait_overweight.png) | **Overweight** | Negative  | Athletic, Fit, Out of Shape, Obese, Underweight, Very Underweight  | +6  | _"Reduced running speed, low endurance and prone to injury."_ | Max Fitness of 9. Starting weight is 90 and is only present between weights 85 and 100. 1% slower running speed, 200% endurance loss. 110% chance to trip while run/sprint vaulting a low fence. 95% chance to trip by lunging zombies. 85% chance to climb a tall fence. 70% endurance regeneration.
![Trait pacifist.png](/w/images/d/d7/Trait_pacifist.png) | **Pacifist** | Negative  | \-  | +4  | _"Less effective with weapons"_ | 75% of skill EXP for Short Blade, Long Blade, Small Blunt, Long Blunt, Axe, Spear, Maintenance and Aiming.
![Trait hypercondriac.png](/w/images/b/b9/Trait_hypercondriac.png) | **Prone to Illness** | Negative  | Resilient  | +4  | _"More prone to disease. Faster rate of zombification."_ | 125% progression rate of zombification. 170% chance of catching a cold, 120% cold strength, and 150% cold progression speed.
![Trait insomniac.png](/w/images/5/50/Trait_insomniac.png) | **Restless Sleeper** | Negative  | \-  | +6  | _"Slow loss of tiredness while sleeping"_ | Sleep for fewer hours each time, and slower loss of tiredness when sleeping.
![Trait shortsighted.png](/w/images/b/ba/Trait_shortsighted.png) | **Short Sighted** | Negative  | Eagle Eyed  | +2  | _"Small view distance. Slower visibility fade."_ | -2 foraging radius in search mode. Can be negated with glasses and reading glasses.
![Trait needsmoresleep.png](/w/images/4/4f/Trait_needsmoresleep.png) | **Sleepyhead** | Negative  | Wakeful  | +4  | _"Needs more sleep"_ | +30% Fatigue increase rate, -10% Sleep efficiency.
![Trait smoker.png](/w/images/d/de/Trait_smoker.png) | **Smoker** | Negative  | \-  | +4  | _"Stress and unhappiness decrease after smoking tobacco. Unhappiness rises when tobacco is not smoked."_ | Stress will constantly slowly rise. Smoking Cigarettes will lower the stress level.
![Trait slowhealer.png](/w/images/1/1c/Trait_slowhealer.png) | **Slow Healer** | Negative  | Fast Healer  | +6  | _"Recovers slowly from injuries and illness"_ | Does not apply to exercise fatigue. Recently inflicted injuries have more severity. Including Scratches, Lacerations, Lodged Bullets, Deep wounds (with/without glass), Bites, and Fractures. (Check Health for more details.)
![Trait slowlearner.png](/w/images/c/cc/Trait_slowlearner.png) | **Slow Learner** | Negative  | Fast Learner  | +6  | _"Decreased XP gains"_ | 70% XP in all skills except Strength and Fitness.
![Trait slowreader.png](/w/images/1/13/Trait_slowreader.png) | **Slow Reader** | Negative  | Fast Reader, Illiterate  | +2  | _"Takes longer to read books"_ | 70% reading speed.
![Trait sundaydriver.png](/w/images/a/ad/Trait_sundaydriver.png) | **Sunday driver** | Negative  | Speed Demon  | +1  | _"The very slow driver"_ | Accelerates vehicles 40% slower. Has a max speed of 30 km/h.
![Trait thinskinned.png](/w/images/b/b8/Trait_thinskinned.png) | **Thin-skinned** | Negative  | Thick Skinned  | +8  | _"Increased chance of scratches, lacerations, or bites breaking the skin."_ | Multiplies the chance of not being injured by a zombie attack by 0.7 (base 15% chance, modified by character's weapon skill). Additionally, alters the chance of clothes being damaged by walking through trees to 1 in 3.
![Trait underweight.png](/w/images/3/36/Trait_underweight.png) | **Underweight** | Negative  | Obese, Overweight, Very Underweight  | +6  | _"Low strength, low endurance and prone to injury."_ | -1 Fitness. Starting weight is 70 and is only present between weights 65 and 75. 80%x melee damage. +10% chance to trip by while run/sprint vaulting a low fence or from lunging zombies. 85%x chance to fail a tall fence climb.
![Trait unfit.png](/w/images/0/00/Trait_unfit.png) | **Unfit** | Negative  | Athletic, Fit, Out of Shape  | +10  | _"Very low endurance, very low endurance regeneration. "_ | -4 Fitness
![Trait unlucky.png](/w/images/d/d6/Trait_unlucky.png) | **Unlucky** | Negative  | Lucky  | +4  | _"What could go wrong for you, often does."_ | -10% chance of finding rare loot. +5% chance of failing item repairs. Affects search mode.
Not available in multiplayer.
![Trait very underweight.png](/w/images/8/8b/Trait_very_underweight.png) | **Very Underweight** | Negative  | Athletic, Hearty Appetite, Obese, Overweight, Underweight  | +10  | _"Very low strength, very low endurance and prone to injury."_ | -2 Fitness. Starting weight is 60 and is only present between weights 50 and 65. 60% melee damage. 20% higher chance to trip by while run/sprint vaulting a low fence or from lunging zombies. 75% chance to fail a tall fence climb. 10% more fall damage.
![Trait weak.png](/w/images/f/f7/Trait_weak.png) | **Weak** | Negative  | Feeble, Strong, Stout  | +10  | _"Less knockback from melee weapons. Decreased carrying weight."_ | -5 Strength,-40% knockback power (damage does not decrease).
![Trait weakstomach.png](/w/images/0/02/Trait_weakstomach.png) | **Weak Stomach** | Negative  | Iron Gut  | +3  | _"Higher chance to have food illness."_ | 200% chance of food illness. Food illness lasts longer. Check Health for more details.

## Removed/future traits

Icon  | Name  | Type  | Mutually Exclusive  | Points  | Description  | Effect
---|---|---|---|---|---|---
![Trait blacksmith.png](/w/images/8/80/Trait_blacksmith.png) | **Blacksmith** | Hobby  | Blacksmith | ?  | _"Use an anvil to create metal items"_ | \-
![Trait brooding.png](/w/images/c/ca/Trait_brooding.png) | **Brooding** | Negative  | \-  | +2 | _"Recovers slower from bad moods"_ | \-
![Trait hypercondriac.png](/w/images/b/b9/Trait_hypercondriac.png) | **Hypochondriac** | Negative  | \-  | +2 | _"May develop infection symptoms without having been infected."_ | _Any_ scratch or laceration (and possibly other injuries) may cause the character to gain Sickness and Stress moodles as if they had caught the Knox Infection.
![Trait patient.png](/w/images/a/af/Trait_patient.png) | **Patient** | Positive  | Short Tempered  | -4 | _"Less like to get angry"_ | \-
![Trait shorttemper.png](/w/images/d/d0/Trait_shorttemper.png) | **Short Tempered** | Negative  | Patient  | +4 | _"Quick to anger"_ | \-
![Trait lightdrinker.png](/w/images/a/ae/Trait_lightdrinker.png) | **Light Drinker** | Negative  | Hardened Drinker  | +2 | _"Gets drunk quickly"_ | 400% drunkness from alcohol.
![Trait hardeneddrinker.png](/w/images/0/00/Trait_hardeneddrinker.png) | **Hardened Drinker** | Positive  | Light Drinker  | -3 | _"Doesn't get drunk easily"_ | 30% drunkness from alcohol.
![Trait crackshot.png](/w/images/7/7e/Trait_crackshot.png) | **Marksman** | Hobby  | \-  | 0  | _"Improved gun accuracy. Quicker reload."_ | Whilst not completely commented-out like other traits here, Marksman is currently no longer active. It previously was automatically granted to Police Officers, and granted a significant boost to weapon accuracy _independent_ of Aiming skill.
![Trait talkative.png](/w/images/2/29/Trait_talkative.png) | **Gift Of The Gab** | Positive  | \-  | ?  | _"Extra high charisma. Better chance of currying favor from NPCs"_ | \-

## Adaptive traits

Some traits can be changed during gameplay. (Note that skill gain/loss effect
of all traits is applied only during character creation - meaning losing a
negative trait during the game will not grant you lost skill points back. E.g.
losing overweight will not improve your fitness skill level.)

### Strength traits

Negative traits Feeble and Weak can be removed by leveling up Strength.
Positive traits Stout and Strong can be gained by leveling up Strength.

### Fitness traits

Negative traits Out of Shape and Unfit can be removed by leveling up Fitness.
Positive traits Fit and Athletic can be gained by leveling up Fitness.

Strength/Fitness  | 0-1  | 2-4  | 5  | 6-8  | 9-10
---|---|---|---|---|---
Trait  | Weak/Unfit  | Feeble/Out of Shape  | None  | Stout/Fit  | Strong/Athletic

### Weight traits

Negative traits Obese and Overweight can be removed by losing weight or
obtained by gaining weight.
Negative traits Underweight and Very Underweight can be removed by gaining
weight or obtained by losing weight.

### Panic traits

Panic recovery speed is increased each day, capping at 150 days.

Panic resistance is not affected.

Agoraphobia will eventually no longer increase panic because your character
will recover from panic quicker than those traits give panic. However, the
trait is still there. When you are outside, your recovery speed from panic is
slower.

Claustrophobia will still make you panic depending on the size of the room. On
a new character, the limit for a sealed room seems to be 63 floor tiles, at
which point the player's panic gain stagnates. This seems to work for any room
shape, as long as the floor tiles are not interrupted in some way. (Doors,
fences, etc.) Furniture does not seem to impede this. It is useful to note
that this number will decrease based on the player's acclimatisation to panic
gain.

(Your panic recovery speed is constantly fighting against Agoraphobia and
Claustrophobia.)

## Trivia

  * Similar to First Aid Kit, First Aid trait has its icon changed from a brown cross to green, after issues other games had with depiction of Red Cross. Old image: ![Trait firstaid-old.png](/w/images/d/d5/Trait_firstaid-old.png).

## See also

  * Skills
  * Moodles

  *[UI]: User-Interface
  *[AI]: artificial intelligence
  *[RMB]: Right Mouse Button
  *[RPM]: Revolutions per minute
  *[MPH]: Miles per hour
  *[FPS]: frames per second

Traits


This page has been revised for the current stable version (41.78.16).Help by adding any missing content. [edit]

##

Gardening

ItemsWeaponsClothingEquipmentFoodMedicalLiteratureVehicle
maintenanceMaterialElectronicsGardeningPlush toysJunk

### Seeds

Icon  | Name  | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | Seeds sown  | ![WaterDrop.png](/w/images/thumb/d/d5/WaterDrop.png/24px-WaterDrop.png) Min.  | ![WaterDrop.png](/w/images/thumb/d/d5/WaterDrop.png/24px-WaterDrop.png) Max.  | Product  | Grow time | Item ID
---|---|---|---|---|---|---|---|---
![TZ BroccoliSeeds.png](/w/images/9/9f/TZ_BroccoliSeeds.png) | Broccoli Seeds | 0.009  | 6  | 70  | \-  | ![Broccoli.png](/w/images/f/f1/Broccoli.png) | 22 days  | farming.BroccoliSeed
![TZ CabbageLettuceSeeds.png](/w/images/3/33/TZ_CabbageLettuceSeeds.png) | Cabbage Seeds | 0.009  | 9  | 85  | \-  | ![Cabbage.png](/w/images/c/cc/Cabbage.png) | 6 days  | farming.CabbageSeed
![TZ CarrotSeeds.png](/w/images/6/62/TZ_CarrotSeeds.png) | Carrot Seeds | 0.009  | 12  | 35  | 65  | ![Carrots.png](/w/images/a/a3/Carrots.png) | 5 days  | farming.CarrotSeed
![TZ PotatoSeeds.png](/w/images/9/99/TZ_PotatoSeeds.png) | Potato Seeds | 0.009  | 4  | 65  | \-  | ![Potato.png](/w/images/c/c2/Potato.png) | 17 days  | farming.PotatoSeed
![TZ LRRadishSeeds.png](/w/images/4/4b/TZ_LRRadishSeeds.png) | Radish Seeds | 0.009  | 6  | 45  | 75  | ![Radish.png](/w/images/d/d5/Radish.png) | 7 days  | farming.RedRadishSeed
![TZ StrewberrySeeds.png](/w/images/9/9b/TZ_StrewberrySeeds.png) | Strawberry Seeds | 0.009  | 12  | 85  | \-  | ![BerryStraw.png](/w/images/2/22/BerryStraw.png) | 25 days  | farming.StrewberrieSeed
![TZ TomatoSeeds.png](/w/images/e/e1/TZ_TomatoSeeds.png) | Tomato Seeds | 0.009  | 4  | 75  | \-  | ![Tomato.png](/w/images/9/9d/Tomato.png) | 18 days  | farming.TomatoSeed

### Seeds packets

Icon  | Name  | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | Item ID
---|---|---|---
![TZ SeedpackBroccoli.png](/w/images/5/51/TZ_SeedpackBroccoli.png) | Broccoli Seeds Packet | 0.1  | farming.BroccoliBagSeed
![TZ SeedpackCabbageLettuce.png](/w/images/b/b6/TZ_SeedpackCabbageLettuce.png) | Cabbage Seeds Packet | 0.1  | farming.CabbageBagSeed
![TZ SeedpackCarrots.png](/w/images/5/50/TZ_SeedpackCarrots.png) | Carrot Seeds Packet | 0.1  | farming.CarrotBagSeed
![TZ SeedpackPotatoes.png](/w/images/e/ed/TZ_SeedpackPotatoes.png) | Potato Seeds Packet | 0.1  | farming.PotatoBagSeed
![TZ SeedpackLRRadish.png](/w/images/d/d0/TZ_SeedpackLRRadish.png) | Radish Seeds Packet | 0.1  | farming.RedRadishBagSeed
![TZ SeedpackStrewberries.png](/w/images/2/21/TZ_SeedpackStrewberries.png) | Strawberry Seeds Packet | 0.1  | farming.StrewberrieBagSeed
![TZ SeedpackTomatoes.png](/w/images/f/fa/TZ_SeedpackTomatoes.png) | Tomato Seeds Packet | 0.1  | farming.TomatoBagSeed

  * Each seed packet stores 50 of respective seeds.

### Fertilizers

Icon  | Name  | ![Encumbrance](/w/images/9/9f/Moodle_Icon_HeavyLoad.png) | Item ID
---|---|---|---
![Compost.png](/w/images/3/35/Compost.png) | Compost Bag | 2.0  | Base.CompostBag
![TZ GardeningSprayCan.png](/w/images/0/0d/TZ_GardeningSprayCan.png) | Insecticide Spray | 1.0  | farming.GardeningSprayCigarettes
![TZ GardeningSprayCan.png](/w/images/0/0d/TZ_GardeningSprayCan.png) | Mildew Spray | 1.0  | farming.GardeningSprayMilk
![TZ IndieStoneNPK.png](/w/images/4/42/TZ_IndieStoneNPK.png) | NPK Fertilizer | 2.0  | Base.Fertilizer

## See also

  * Seed Bag
  * Sunflower Seeds
  * Gardening tools

  *[UI]: User-Interface
  *[AI]: artificial intelligence
  *[RMB]: Right Mouse Button
  *[RPM]: Revolutions per minute
  *[MPH]: Miles per hour
  *[FPS]: frames per second
  *[Grow time]: Average grow time (days)

Gardening


    ![PlushSpiffo.png](/w/images/7/7e/PlushSpiffo.png)_This article is about the recreated0.1.5 map of Knox County. For the original 0.1.5 map, see Knox County._

![](/w/images/a/a7/YouHaveOneDay.png)

Thumbnail for the _You Have One Day_ challenge.

**You Have One Day** is a challenge game mode in Project Zomboid that takes
place in a recreation of the original 0.1.5 map of Knox County. The map was
created by community mapper BobHeckling using the current PZ toolset and added
to the full game in build 32 (August 2015).

## In-game challenge description

_"You're back in Knox County. You're back on the map where the Project Zomboid
infection first began."_

_You have one day of relative safety. Zombies will arrive in huge numbers, and
they will find you. Where did you use to make your last stand again? Where did
you make your last stand in the old days? Better find it quick._

_[Our thanks to Community mapper BobHeckling for recreating the old 0.1.5 map
with the current PZ toolset.]_

## General scenario description

Upon selecting the _You Have One Day_ game mode, the player is presented with
the standard character creation screen. The game will then begin in Bob and
Kate's old house, just as it was in the 'Til Death Us Do Part story mode. The
player is presented with a message saying "_In 24 hours your trip back to Knox
County will become Hell on Earth..._ ", upon which the clock will begin
ticking.

The player begins with nothing apart from their clothes and key ring, however
the clock will always be displayed in the top right-hand corner even though
the player does not have a digital watch or alarm clock.

The world must be explored for anything that might prove useful in defending
against the massive zombie horde that will arrive at 9am the following day,
giving the player just 24 hours, or 1 hour in real-time, to prepare
themselves. Zombies will still appear throughout the map, however at a low
count, giving the player enough safety to prepare their gear and defenses.

Once time runs is up, hordes of zombies will begin to spawn at an alarming
rate, at this point the player must be in a well defended location, which
would ideally be isolated. All zombies know exactly where the player is,
therefore the player can easily be caught off guard with no escape strategy.

## Map

![](/w/images/thumb/b/b3/YouHaveOneDay_map.png/300px-YouHaveOneDay_map.png)

Knox County travel guide (_click to enlarge_)

![](/w/images/thumb/0/01/Knox_County_0.1.5.png/300px-Knox_County_0.1.5.png)

Knox County 0.1.5 recreated (_click to enlarge_)

![](/w/images/thumb/0/06/QJmFB.jpg/300px-QJmFB.jpg)

The original map from 0.1.5 (_click to enlarge_)

The map is often separated into 4 sections: the suburbs, villas, downtown
district and woods.

A fully interactive map is available thanks to the efforts of Blindcoder.

### Suburbs

The suburbs was the first location in Project Zomboid, first seen in the pre-
alpha tech demo. It mostly contains an assortment of houses and apartment
buildings, along with various restaurants and stores.

The key points of interest are:

  * Bob and Kate's house, the starting location of the player.
  * Burnt apartment building, hides an assortment of useful items such as tools, weapons (including firearms) and food, however it can be dangerous to traverse.
  * Library (6), containing lots of skill books and potential recipe magazines.
  * Knox Bank (1)
  * Diner (25), 3 Containers & Fridges that potentially contain lots of food.
  * Grocery and general stores (2, 3, 4, 6).

### Villas

The villas is a more upper class area than the suburbs, with larger and nicer
houses along with larger restaurants and a pharmacy.

The key points of interest are:

  * Pharmacy (32), packed full of first-aid being the only one of its kind on the entire map, a key location that should be visited by anyone.
  * Diner (27), with many fridges full of food.
  * Spiffo's (28), similar to the diner, however with fewer fridges.
  * Greene's Grocer (10), an assortment of food.

### Downtown district

The downtown district is the commercial center, mostly populated by office and
a variety of retailers.

The key points of interest are:

  * General store (19), a massive store with a heap of food and a massive storage room containing many crates.
  * Seahorse Coffee (29), one on the first floor and another on the first level of the center office building (20), containing ready-to-eat baked goods.
  * Restaurant (30), a large classy restaurant with a few fridges and some alcohol for when the times get tough.
  * Tool Store (12), a small store containing a large variety of tools and materials.
  * Fossoil (9), gas station with plenty of reading material and some petrol pumps.

### Woods

The woods is a somewhat dense wooded area, a variety of locations to set up
fortifications or just loot for the bountiful supplies. There are various
water sources scattered around, including a well, rain collector barrels,
rivers and lakes.

The key points of interest are:

  * Survivor Camp, two abandoned survivor camps, one to the north and one to the south. Both camps are walled off, however the southern one contains a tower with a large variety of firearms, ammo and weapon mods.
  * Farm, to the south-west, has a well and a two-story house.
  * Wooden Lodge (31), next to a lake on the edge of the map, with two-stories.

## Sandbox settings

Like the other challenge game modes, _You Have One Day_ does not have any
customisable sandbox settings and instead uses preset settings.

The settings are mostly the same as the initial infection game mode with the
key differences being:

  * **Zombie count:** Low
  * **Erosion speed:** Very slow
  * **XP multiplier:** 1.0 (None)
  * **Nature's abundance:** Very abundant
  * **Decaying corpse health impact:** None
  * **Population multiplier:** Insane (4.0)

## Other challenges

  * A Really CD DA
  * Opening Hours
  * Winter Is Coming
  * House In The Woods
  * A Storm Is Coming
  * The Descending Fog
  * Kingsmouth
  * Studio

## Original 0.1.5 map

  * Suburbs
  * Villas
  * Downtown District
  * Woods
  * Forest
  * Northern Highway

## See also

  * Knox County

RegionsShow / Hide

Knox Country

Abandoned town • Dixie Mobile Park • Dixie Highway • Doe Valley • Fallas Lake
• Louisville (Leafhill Heights • Evergreen Hill) • March Ridge • Muldraugh •
Ohio River • Riverside • Rosewood • Scenic Grove Mobile Park • Valley Station
• West Point

Knox CountyRemoved

Downtown District • Forest • Northern Highway • Suburbs • Villas • Woods

Challenges

House In The Woods • Kingsmouth Island • Knox County (remake) • Film Studio

  *[UI]: User-Interface
  *[AI]: artificial intelligence
  *[RMB]: Right Mouse Button
  *[RPM]: Revolutions per minute
  *[MPH]: Miles per hour
  *[FPS]: frames per second
  *[Grow time]: Average grow time (days)

You Have One Day


A **moodle** is an indicator of the current emotional and physical state of
the player, similar to _status effects_ in role-playing games. Moodles are
displayed in the top right-hand corner of the screen, and hovering the cursor
over an individual moodle provides further information.

## List of moodles

### ![Moodle Icon Hungry.png](/w/images/d/d3/Moodle_Icon_Hungry.png) Hungry

* * *

    This moodle represents the character's hunger state. A red background indicates that the player needs to eat food. A green background shows that the character is well-fed.
    Being fed boosts strength, carry capacity and healing rate, whereas being hungry has the opposite effect, in addition to slower body heat generation.

    Currently, nutrition and hunger are entirely separate. Burning or gaining calories has no effect on this moodle. An emaciated character can still die when _Full to Bursting_ ; conversely, a starving character can die even if well overweight.

    **Traits** :

    Having the **Light Eater** trait slows down the hunger rate by 25%, whereas the **Hearty Appetite** trait increases it by 50%.

    **Negative Hunger Effects**

    **Peckish**

    _"Could do with a bite to eat."_
    The character is beginning to feel hungry. No effects yet.
    Occurs when hunger is above 15%.

    **Hungry**

    _"Could eat a horse right now."_
    The character is hungry, having not eaten for the better part of a day.
    Carrying Capacity reduced by 1 point. Body heat generation slightly decreased. Healing speed reduced by 35%.
    Occurs when hunger is above 25%.

    **Very Hungry**

    _"Reduced strength and healing."_
    The character is very hungry, having not eaten for more than a day.
    Carrying Capacity reduced by 2 points. Body heat generation further decreased. Healing speed reduced by 60%.
    Occurs when hunger is above 45%.

    **Starving**

    _"Health now just falling away..."_
    The character is extremely weak and hungry. Body heat generation moderately decreased.
    Carrying Capacity reduced by 2 points. Health slowly decreases until the character either dies, or consumes enough food to stop starving.
    Occurs when hunger is above 70%.

    **Positive Hunger Effects**

    Having any positive hunger moodle will increase the character's Carrying Capacity by _2 points._ The player will also regain health faster. The buffs last only a short time, requiring constant nourishment to maintain them.
    A character who goes to sleep with any positive hunger moodle may wake mid-sleep from a night terror.

    **Satiated**

    _"Gnawing hunger entirely absent."_
    The character is not hungry, for now. The player heals faster and their strength is increased.

    **Well Fed**

    _"Tummy full. Goodness is making its way through your system."_
    The character is full. The player heals faster and their strength is increased.

    **Stuffed**

    _"Stomach contented. Health and strength aided."_
    The character is full and energized. The player heals faster and their strength is increased. The player can't eat anymore.

    **Full to Bursting**

    _"Couldn't take another single, solitary bite."_
    The character is completely full and will not be hungry for a while. The player heals faster and their strength is increased. The player can't eat anymore.

* * *

### ![Moodle Icon Thirsty.png](/w/images/f/fd/Moodle_Icon_Thirsty.png) Thirsty

* * *

    This character has gone a while without drinking water or other beverages. Dehydration leads to weakness, reduced carrying capacity, slightly increased heat generation, and eventual death.
    Thirst can be quenched primarily through bottles filled with clean water; many other consumables help influence thirst as well, usually by decreasing it.
    Sources of hydration must be clean and the water itself must be boiled, lest sickness can occur.

    **Traits** :

    The **Low Thirst** trait slows down the thirst rate by 50%; conversely, **High Thirst** increases it by 100%.

    **Slightly Thirsty**

    _"Dry Mouth."_
    The character has gone a few hours without water, assuming no extreme temperatures. No effects yet.
    Occurs when thirst is above 13%.

    **Thirsty**

    _"Dehydrated."_
    The character's growing weak from thirst, after roughly half a day without water. Carrying Capacity reduced by 1 point. Body heat generation slightly increased.
    Occurs when thirst is above 25%.

    **Parched**

    _"Feeling faint and dizzy."_
    The character is even weaker after almost a day without water. Carrying Capacity reduced by 2 points. Body heat generation further increased.
    Occurs when thirst is above 70%.

    **Dying of Thirst**

    _"Desperate for water."_
    The character's suffering dangerous dehydration, over a day since their last drink. Carrying Capacity reduced by 2 points. Body heat generation moderately increased. Health slowly decreases until the character either dies, or quenches their thirst.
    Occurs when thirst is above 85%.

* * *

### ![Moodle Icon Panic.png](/w/images/e/e4/Moodle_Icon_Panic.png) Panic

* * *

    The character is panicking, usually due to the sight of nearby zombies. Panic narrows your vision cone, reduces weapon damage and critical chance, and reduces push knockdown chance and knockback.

    This moodle can be removed and prevented temporarily by using beta blockers or alcohol, which greatly improve panic reduction speed. Sleep will boost the rate of panic loss, but there is a chance for a sleeping character to abruptly wake up with strong panic and stress due to a nightmare.
    Characters accrue panic faster if a zombie is detected behind them. Re-spotting zombies increases panic, even if the character only turns around momentarily. Despite the moodle's description, weapon accuracy is _not_ reduced.

    Over time, this moodle will become less common as the character becomes acclimated to the zombies. A character's panic recovery speed increases every day, as time ticks over to midnight, up to a maximum of 150 days survived.

    **Traits** :

    Characters with **Desensitized** can never gain levels of panic from exposure to zombies, though they may still gain panic from nightmares.
    **Agoraphobic** and **Claustrophobic** characters will slowly gain panic in open and enclosed spaces respectively. The rate of panic depends on the number of visible tiles, meaning **Claustrophobic** characters may not get panicked in large enough rooms.
    **Brave** reduces zombie-presence panic gain by 70%, whilst **Cowardly** instead doubles zombie-presence panic gain.
    **Hemophobic** characters will gain panic if performing first-aid on themselves. Finally, characters with **Adrenaline Junkie** will gain a 10% or 25% movement speed bonus when at Strong or Extreme Panic, respectively.

    **Slight Panic**

    _"Do your best to remain calm"_

    1.3% decreased critical chance.

    **Panic**

    _"Accuracy reduced"_

    2.6% decreased critical chance. Melee weapons damage reduced by 0.1.
    The character will stand up faster from a sitting position.

    **Strong Panic**

    _"Accuracy severely reduced"_

    3.9% decreased critical chance. Melee weapons damage reduced by 0.2. Guns deal 0.4 less damage. At aiming 6, this damage penalty is removed.
    The character will stand up faster from a sitting position.

    **Extreme Panic**

    _"Accuracy and vision severely reduced"_

    5.2% decreased critical chance. Melee weapons damage reduced by 0.3. Guns deal 0.6 less damage. At aiming 6, this damage penalty is removed.
    The character will stand up faster from a sitting position, and his vision cone will become narrower.

    Note: Weapons damage are not lowered under 0.1 (before applying endurance / tiredness damage output reduction for melee weapons).

* * *

### ![Moodle Icon Bored.png](/w/images/b/bb/Moodle_Icon_Bored.png) Bored

* * *

    The character is bored from inactivity. It is triggered by standing idle for too long, being indoors, reading Skill books, or eating poor quality/stale/rotten food.
    This moodle can be removed by reading literature, watching television, listening to CDs or a radio, becoming panicked (by fighting zombies), and being active outdoors. While this moodle does nothing on its own, it can lead to unhappiness.

    **Getting Bored**

    _"Occupy yourself, or seek entertainment."_
    The character is starting to get bored. No effects yet.
    Occurs when boredom is above 25%.

    **Bored**

    _"In danger of becoming unhappy."_
    The character is bored. Unhappiness rises at a slow rate.
    Occurs when boredom is above 50%.

    **Very Bored**

    _"High chance of becoming unhappy."_
    The character is highly bored. Unhappiness rises at a moderate rate.
    Occurs when boredom is above 75%.

    **Extremely Bored**

    _"Very high chance of becoming unhappy."_
    The character is incredibly bored. Unhappiness rises quickly.
    Occurs when boredom is above 90%.

* * *

### ![Moodle Icon Stressed.png](/w/images/1/16/Moodle_Icon_Stressed.png)
Stressed

* * *

    The character is stressed due to potentially being infected, surrounded by zombies, covered in blood with the hemophobic trait, night terrors, or not smoking cigarettes for a while with the smoker trait.
    Stress can be treated by smoking cigarettes, reading literature, and putting some distance from the zombies.
    Stress reduces the damage of weapons (shaking hands...), and chronic stress will lead to unhappiness.

    **Anxious**

    _"On edge."_

    The character suffers from minor stress. No effect yet.
    Occurs when stress is above 25%.

    **Agitated**

    _"Nervous and jumpy."_

    The character is noticeably stressed. Melee and ranged damage, reduced by 0.1. Unhappiness rises slowly.
    Occurs when stress is above 50%. This is the usual cap for Smokers who haven't had a cigarette.

    **Stressed**

    _"Sweaty palms. Gnawing fear."_

    The character is highly stressed. Melee and ranged damage, reduced by 0.2. Unhappiness rises moderately fast.
    Occurs when stress is above 75%.

    **Nervous Wreck**

    _"Terrified."_

    The character is extremely stressed. Melee and ranged damage, reduced by 0.3. Unhappiness rises quickly.
    Occurs when stress is above 90%.

    **Note:** Weapons damage are not lowered under 0.1 (before applying endurance / tiredness damage output reduction for melee ones).

* * *

### ![Moodle Icon Unhappy.png](/w/images/b/b5/Moodle_Icon_Unhappy.png) Unhappy

* * *

    The character is sad due to prolonged boredom, stress, or consuming certain food items. Unhappiness makes all timed actions take longer: equipping weapons, transferring items, crafting, construction and so on.
    Unhappiness is reduced by reading certain literature, eating food that increases happiness like most sweets, Soups, Strawberries, drinking alcohol, or by taking anti-depressants.
    Once NPC survivors are re-implemented, talking to them might also help with unhappiness.

    **Feeling a little sad**

    _"Find a way to raise your mood."_
    Timed actions slowed by ~7.4%.
    Occurs when unhappiness is above 20%.

    **Getting a tad weepy**

    _"Seek some excitement or human contact."_
    Timed actions slowed by ~13.7%.
    Occurs when unhappiness is above 45%.

    **Depressed**

    _"Ravaged by mourning and desperation."_
    Timed actions slowed by ~19.6%.
    Occurs when unhappiness is above 60%.

    **Severely Depressed**

    _"Find a way to forget reality."_
    Timed actions slowed by ~26.5%.
    Occurs when unhappiness is above 80%.

* * *

### ![Moodle Icon Drunk.png](/w/images/f/f8/Moodle_Icon_Drunk.png) Drunk

* * *

    The character has drunk alcohol and has become intoxicated. Being drunk increases fatigue depending on the level of drunkness. It also makes the character generate less heat, and delays driving controls.
    This moodle will disappear over time, with sleep and rest speeding up the process.
    Despite the moodle's description, the character's movement and vaulting/climbing abilities currently appear unaffected. Weapons can also be used at normal capacity.
    This moodle does however, affect search mode.

    **A Bit Tipsy**

    _"Downed some booze"_
    Occurs when drunkenness is above 10%.

    **Inebriated**

    _"Co-ordination slightly impaired."_
    Occurs when drunkenness is above 30%.

    **Plastered**

    _"Co-ordination impaired."_
    Occurs when drunkenness is above 50%.

    **Utterly Shit-Faced**

    _"Iss you an' me 'gainst the wurld. I love you. I LOVE YOU."_
    Occurs when drunkenness is above 70%.

* * *

### ![Moodle Icon HeavyLoad.png](/w/images/9/9f/Moodle_Icon_HeavyLoad.png)
Heavy Load

* * *

    The character is carrying too much. This results in slower and clumsier movement, and reduced endurance recovery.
    At _Very Heavy Load_ and above, the character cannot recover endurance by standing idle, further movement will drain it, and they will take continuous, non-lethal damage. Sitting on the ground or in a vehicle or resting on furniture halts the damage.
    The chances of tripping from stumbling into zombies, running and jumping over fences, and failing to climb tall walls increase with this moodle's severity.

    **Fairly Heavy Load**

    Total encumbrance: >100% capacity

    _"Carrying a little too much."_
    The character is mildly encumbered. 13% increased chance to trip when run/sprint vaulting a low fence. 5% less critical chance. 7% less attack speed. 8% less chance to climb tall fences. 19% slower walking/running/sprinting speed.
    Endurance recovery decreased.
    The chance of blocking zombie frontal attack is reduced by 2%.

    **Heavy Load**

    Total encumbrance: >125% capacity

    _"Movement speed reduced."_
    The character is encumbered. 26% increased chance to trip when run/sprint vaulting a low fence. 10% less critical chance. 14% less attack speed. 16% less chance to climb tall fences. 37% slower walking/running speed. Sprinting disabled.
    Endurance recovery severely decreased.
    The chance of blocking zombie frontal attack is reduced by 4%.

    **Very Heavy Load**

    Total encumbrance: >150% capacity

    _"Movement speed highly reduced."_
    The character is very encumbered. 39% increased chance to trip when run/sprint vaulting a low fence. 15% less critical chance. 21% less attack speed. 24% less chance to climb tall fences. 56% slower walking/running speed. Running disabled (can only "power-walk").
    Endurance decreases slowly while moving, endurance recovery stops entirely, and the character will take damage gradually until reaching 75% Health.
    The chance of blocking zombie frontal attack is reduced by 6%.

    **Extremely Heavy Load**

    Total encumbrance: >175% capacity

    _"Can't take much more! Movement compromised."_
    The character is extremely encumbered. 52% increased chance to trip when run/sprint vaulting a low fence. 20% less critical chance. 28% less attack speed. 32% less chance to climb tall fences. 75% slower walking speed.
    Endurance decreases at a moderate rate while moving, endurance recovery stops entirely, and the character will take damage until at 75% Health.
    The chance of blocking zombie frontal attack is reduced by 8%.

* * *

### ![Moodle Icon Endurance.png](/w/images/f/f0/Moodle_Icon_Endurance.png)
Endurance

* * *

    The character is exerted from physical activities such as running, sprinting, vaulting fences or swinging their weapon. They will walk, run, sprint, and swing weapons slower, and have a higher chance of tripping. At very high exertion levels, sprinting and then running will be disabled.
    Endurance recovers slowly when the character is idle and suffering no further negative effects. Recovery can be sped up by sitting on the ground or in a vehicle, resting on furniture, eating ginseng or having high fitness skills. Conversely, walking or sneaking sharply decreases, or even nullifies recovery.
    Fatigue is linked to Endurance. On one hand, tiredness greatly slows down endurance recovery, up to the point of halting it; on the other hand, exertion causes accelerated drowsiness, potentially cutting the time until full fatigue by ~70%.
    Swinging heavier melee weapons, like the lead pipe, will exert the character more than lighter weapons. Players should consider their weapons carefully, until or unless an occupation, trait or higher weapon skill is used or attained.

    **Moderate Exertion**

    _"Take a break."_
    The character is becoming exhausted. 50% decreased melee damage. 7% decreased attack speed. 10% increased chance to trip when run/sprint vaulting a low fence. 5% less chance to climb tall fences. 19% slower walking/running/sprinting speed.
    Occurs when 25% of total endurance has been used.
    The chance of blocking zombie frontal attack is reduced by 2%.

    **High Exertion**

    _"Can barely jog."_
    The character is exhausted. 80% decreased melee damage. 14% decreased attack speed. 20% increased chance to trip when run/sprint vaulting a low fence. 10% less chance to climb tall fences. 37% slower walking/running speed. Sprinting disabled.
    Occurs when 50% of total endurance has been used.
    The chance of blocking zombie frontal attack is reduced by 4%.

    **Excessive Exertion**

    _"Can barely walk."_
    The character is highly exhausted. 90% decreased damage. 21% decreased attack speed. 30% increased chance to trip when run/sprint vaulting a low fence. 15% less chance to climb tall fences. 56% slower walking speed. Running and "power-walking" disabled. Exercise disabled, and will be ceased upon reaching this level of exertion.
    Occurs when 75% of total endurance has been used.
    The chance of blocking zombie frontal attack is reduced by 6%.

    **Exhausted**

    _"Can barely move."_
    The character is thoroughly exhausted. 95% decreased damage. 28% decreased attack speed. 40% increased chance to trip when run/sprint vaulting a low fence. 20% less chance to climb tall fences. 75% slower walking speed. The character will no longer be able to swing the sledgehammer.
    Occurs when 90% of total endurance has been used.
    The chance of blocking zombie frontal attack is reduced by 8%.

* * *

### ![Moodle Icon Tired.png](/w/images/2/2b/Moodle_Icon_Tired.png) Tired

* * *

    The character has stayed awake for an extended period of time, and is becoming tired. Fatigue leads to reduced endurance regeneration - to the point of stopping altogether. The vision cone, weapon damage penalties and body heat generation also worsens with increasing tiredness.
    The rate at which a character becomes fatigued linearly scales with their remaining endurance: at zero endurance, fatigue increases roughly three times as fast.
    This moodle can be removed by sleeping. Items like vitamins or a caffeinated drink can reduce tiredness, while sleeping tablets will increase it. The higher the moodle's intensity, the longer the character will sleep.
    Note: Currently, players cannot pass out from lack of sleep.

    **Traits** :

    The **Wakeful** trait reduces the rate of fatigue by 30%, whereas **Sleepyhead** increases it by 30%.

    **Drowsy**

    _"Could do with a lie-down."_
    The character is slightly fatigued. 50% decreased melee damage. Vision cone starts to narrow. Endurance regeneration greatly reduced.
    Occurs when fatigue is above 60%.

    **Tired**

    _"Awareness reduced."_
    The character is fatigued. 80% decreased melee damage. Vision cone and awareness radius further narrow. Endurance regeneration severely reduced.
    Occurs when fatigue is above 70%.

    **Very Tired**

    _"Awareness severely reduced."_
    The character is very fatigued. 90% decreased melee damage. Vision cone and awareness radius significantly narrower. Endurance regeneration now impractically slow.
    Occurs when fatigue is above 80%.

    **Ridiculously Tired**

    _"So tired. So desperately, inhumanly tired."_
    The character is extremely fatigued. 95% decreased melee damage. Vision cone and awareness radius compromised. Endurance regeneration entirely stopped.
    Occurs when fatigue is above 90%.

* * *

### ![Moodle Icon TempHot.png](/w/images/d/dd/Moodle_Icon_TempHot.png)
Hyperthermia

* * *

    The character is getting too hot due to excessive heat exposure from a heat source, clothing, weather, vehicle heater, or exercise/exertion. Going in/outdoors (depending on which is colder) or removing clothing and wearing clothes with lower insulation will remove this. Being hydrated is important to have good heat resistance.
    This is also a sign of illness or zombie infection, as these lead to an increase in body temperature. Note that it is highly improbable to reach maximum Hyperthermia in the current version of the game, as sweat helps dissipate and control heat.

    **Unpleasantly Hot**

    _"Consider taking off clothing. Thirst increased."_
    The character is somewhat hotter than normal. Their thirst will increase slightly faster.
    Occurs when core body temperature is above 37.5 °C.

    **Overheated**

    _"Thirsty. Sweaty. Over-exposed."_
    The character is quite a lot hotter than usual. Faster thirst and tiredness rate. 34% decreased attack speed. Slightly reduced movement speed.
    Occurs when core body temperature is above 39 °C.

    **Sunstruck**

    _"Nauseous, unable to concentrate and desperate for liquids."_
    The character is very hot. Faster still thirst and tiredness rate. 67% decreased attack speed. Moderately reduced movement speed.
    Occurs when core body temperature is above 40 °C.

    **Hyperthermic**

    _"Delirious from heat stroke and exposure. Severely endangered."_
    The character is far too hot. Significantly faster thirst and tiredness rate. Small reduction in awareness. 90% decreased attack speed. Severely reduced movement speed. The character will lose health very slowly.
    Occurs when core body temperature is above 41 °C.

* * *

### ![Moodle Icon TempCold.png](/w/images/3/3e/Moodle_Icon_TempCold.png)
Hypothermia

* * *

    The character is too cold due to a lack of warm clothes, staying wet, cold weather/wind chill or a vehicle's A/C. To combat hypothermia, the character can wear warmer clothes, stay indoors, build a campfire or turn on the heater in a vehicle. Being hungry, tired and unfit reduces cold resistance.
    This moodle affects the character's speed, and they will slowly lose health when hypothermic until at 1% health. Being cold also increases the chance of catching the flu.

    **Chilly**

    _"It feels a bit nippy around here..."_
    The character is starting to become cold. No effects yet.
    Occurs when core body temperature is below 36.5 °C.

    **Cold**

    _"You need to find ways to keep warm."_
    The character is getting colder. 34% decreased attack speed. Moderately decreased walking/running speed.
    Occurs when core body temperature is below 35 °C.

    **Freezing**

    _"Man alive. It is SO cold."_
    The character is very cold. 67% decreased attack speed. Significantly decreased walking/running speed.
    Occurs when core body temperature is below 30 °C.

    **Hypothermic**

    _"Body and mind obsessed by the cold."_
    The character is extremely cold. 90% decreased attack speed. Severely decreased walking/running speed. Slowly loses health until at 1% Health.
    Occurs when core body temperature is below 25 °C.

* * *

### ![Moodle Icon Windchill.png](/w/images/3/3d/Moodle_Icon_Windchill.png)
Windchill

* * *

    The character is exposed to wind, and their apparent temperature may be colder than the actual air temperature. The colder the air is, the stronger the wind chill is.
    The only way to remove this moodle is by going indoors.

    **Slight windchill**

    _"It's feeling 5 to 10 degrees colder than it actually is."_

    **Uncomfortable windchill**

    _"It's feeling 10 to 15 degrees colder than it actually is."_

    **Freezing windchill**

    _"It's feeling 15 to 20 degrees colder than it actually is."_

    **Horrific windchill**

    _"It's feeling more than 20 degrees colder than it actually is."_
    At this point, getting cold is inevitable. Strong blizzards can trigger this moodle.

* * *

### ![Moodle Icon Wet.png](/w/images/7/7f/Moodle_Icon_Wet.png) Wet

* * *

    The character and their clothing have become wet. This is typically due to rain, but it can also occur due to sweating and exertion. Prolonged exposure can increase the risk of catching a cold, though the Outdoorsman and Resilient traits reduce the chances of catching a cold in these cases.
    This moodle can be removed by going indoors out of the rain for a while, standing by a heat source, or drying oneself with a dish towel or bath towel.
    The character can slow the rate of wetness by equipping an umbrella in their first or secondary slot, preventing the moodle from reaching past "Wet". Wet clothes have decreased insulation, which makes getting cold more likely.

    **Damp**

    _"Slightly damp. Rain, or sweat?"_
    The character is slightly wet from being in the rain for too long, or from overexertion. No effects yet.
    Occurs at 15% total body wetness.

    **Wet**

    _"Sweatier, or even more rained on?"_
    The character is somewhat wet from being in the rain for too long, or from overexertion.
    Occurs at 40% total body wetness.

    **Soaking**

    _"Chance of catching a cold."_
    The character is quite wet from being in the rain for too long, or from overexertion, and may become sick as a result.
    Occurs at 70% total body wetness.

    **Drenched**

    _"High chance of catching a cold."_
    The character is very wet from being in the rain for too long, or from overexertion, and is likely to become sick as a result.
    Occurs at 90% total body wetness.

* * *

### ![Moodle Icon Injured.png](/w/images/3/39/Moodle_Icon_Injured.png) Injured

* * *

    The character is injured in some way and has lost health. This moodle is an indicator of the player's remaining health.
    Effects on the character mostly depend on the wound location and type; however, carrying capacity will still decrease no matter what.__
     Health recovery speed is fastest between roughly 10% and 80% health.

    **Discomfort**

    _"Something doesn't feel right..."_
    No additional effects yet.
    Occurs when health is below 80%.

    **Injured**

    _"Strength and speed reduced."_
    Carrying Capacity reduced by 1 point.
    Occurs when health is below 60%.

    **Severe Injuries**

    _"Strength and speed severely reduced."_
    Carrying Capacity reduced by 2 points.
    Occurs when health is below 40%.

    **Critical Injuries**

    _"Not going gently into that good night..."_
    Carrying Capacity reduced by 3 points.
    Occurs when health is below 25%.

* * *

### ![Moodle Icon Pain.png](/w/images/d/dd/Moodle_Icon_Pain.png) Pain

* * *

    The character is in pain, whether from a wound, exercise fatigue or other injuries. The level of pain is more or less consistent with the severity of the character's injuries.
    Pain is temporarily removed via painkillers, and also disappears over time as the character status improves. Bandaged and splinted injuries also reduce pain.
    Severe or extreme pain renders the character unable to sleep. High levels tiredness can allow them to sleep, even in severe or extreme pain. Sleeping in a poor-quality bed or a vehicle can lead to neck pain and slight damage for a short while upon awakening.

    **Minor Pain**

    _"Feeling slight pain."_
    The character hurts somewhat. 5% increased chance to trip when run/sprint vaulting a low fence.

    **Pain**

    _"Speed and accuracy slightly reduced."_
    The character hurts enough to have their abilities reduced. 10% increased chance to trip when run/sprint vaulting a low fence. Movement, Melee damage or Attack speed slightly decreased depending on the spot of the injury. Sleeping disabled.

    **Severe Pain**

    _"Speed and accuracy reduced."_
    The character is suffering from considerable pain. 15% increased chance to trip when run/sprint vaulting a low fence. Movement, Melee damage or Attack speed moderately decreased depending on the spot of the injury.

    **Agony**

    _"Speed and accuracy severely reduced."_
    The character is struggling with extreme pain. 20% increased chance to trip when run/sprint vaulting a low fence. Movement, Melee damage or Attack speed severely decreased depending on the spot of the injury. Exercising disabled.

* * *

### ![Moodle Icon Bleeding.png](/w/images/6/65/Moodle_Icon_Bleeding.png)
Bleeding

* * *

    The character is losing blood from an open wound, either from a bite, scratch or other injuries. The severity of the bleeding dictates how quickly the character loses health.
    This moodle can be removed by bandaging the bleeding body parts.

    **Minor Bleeding**

    _"Bandage required."_
    The character has at least one bleeding wound. Slow health loss over time if left unchecked. This stage of bleeding can be temporarily held in check by being fed.

    **Bleeding**

    _"Strength and speed reduced."_
    The character has at least two bleeding wounds. Moderate health loss over time if left unchecked. Carrying Capacity reduced by 1 point.

    **Severe Bleeding**

    _"Strength and speed severely reduced."_
    The character has at least three bleeding wounds. Serious health loss over time if left unchecked. Carrying Capacity reduced by 1 point.

    **Massive Blood Loss**

    _"Death imminent."_
    Massive bleeding from four or more wounds that will lead to death unless dealt with immediately. Carrying Capacity reduced by 1 point.
    Despite not causing the severe or massive bleeding moodles on their own, neck wounds (scratches, lacerations, burns and deep wounds) drain health very rapidly.

* * *

### ![Moodle Icon Cold.png](/w/images/8/85/Moodle_Icon_Cold.png) Has a Cold

* * *

    The character has been exposed to cold weather, or stayed wet long enough to contract a cold. The character will occasionally cough and sneeze, attracting nearby zombies. The sound can be dampened with tissue.
    Once contracted, a cold will continue to worsen until it reaches maximum strength, whereupon it remains for as long as the character stays cold, hungry, thirsty, wet, tired or outdoors.
    To cure a cold faster, the character can either stay indoors, be well-fed, get plenty of rest and avoid wetness or cold temperatures; or can alternatively eat multiple Common Mallows. Each Common Mallow decreases the cold's strength moderately.(source)

    **Traits** :

    Having the **Resilient** trait helps with recovery by significantly reducing the chance of catching a cold (_-55%_), cold strength (_-20%_) and its progression speed (_-50%_) , while **Prone to Illness** does the opposite (_+70% chance, +20% cold strength, +50% progression speed_).
    The **Outdoorsman** trait also greatly reduces the chance of catching a cold in the first place (_10% the usual chance from cold weather or wetness_).

    **Runny Nose**

    _"Occasional sneezing."_
    The character has a small chance of sneezing or coughing.
    Occurs when a cold reaches 20% strength.

    **The Sniffles**

    _"Prone to sneezing."_
    The character may sneeze or cough more frequently.
    Occurs when a cold reaches 40% strength.

    **You Have A Cold**

    _"Sneezing and coughing. Speed and healing reduced."_
    The character sneezes and coughs often, making avoiding zombies difficult.
    Occurs when a cold reaches 60% strength.

    **You Have A Nasty Cold**

    _"Speed and healing now severely reduced."_
    The character sneezes and coughs continuously, likely attracting zombies constantly unless in a remote area or indoors.
    Occurs when a cold reaches 80% strength.

* * *

### ![Moodle Icon Sick.png](/w/images/f/fa/Moodle_Icon_Sick.png) Sick

* * *

    The character has contracted an illness, whether through consuming raw/bad food, being in the vicinity of many rotting corpses, or having been infected by a zombie. Cigarettes will cause some sickness if smoked unless the character is a Smoker. Drinking tainted water causes sickness to the point of lethal illness, but ingesting smaller amounts may still be safe.
    A sick character's body heat generation increases even before the **Queasy** moodle appears; further progression of the sickness leads to higher temperatures.
    Sickness from zombification can **never** be cured in Apocalypse, Survivor and Builder modes, and will always lead to death. In Custom Sandbox, players can alter settings to make zombie infections non-lethal. Food poisoning, tainted water sickness, and illness caused by rotting corpses are reversible, so long as the character is well-fed, rested, or consumes Lemongrass.
    In the case of corpse decay, it causes sickness when more than 20 dead bodies are piled up together and flies are seen and heard buzzing. To avoid corpse sickness, the character must be at least 13 tiles away from the source of sickness if outdoors, outside of an infested building (or vice versa), or on a different floor if the source is indoors. Source

    **Traits** :

    The **Resilient** trait slows down death from zombification by 25%, while **Prone to Illness** increases the rate by 25%.
    **Iron Gut** reduces the chance of food sickness by 50%, and when it does occur, it dissipates faster. **Weak Stomach** doubles the chance of food sickness and increases its duration.

    **Queasy**

    _"Take things easy."_
    The character is beginning to feel ill. Mildly increased body temperature generation.
    Health starts to decline if it's zombification or poisoning. Occurs when sickness is above 25%.

    **Nauseous**

    _"Strength and healing reduced."_
    The character is unwell. Carrying Capacity reduced by 1 point. Moderately increased body temperature generation. Moderately slower healing if it's due to bad food or corpses.
    Health continues to decrease if it's zombification or poisoning. Occurs when sickness is above 50%.

    **Sick**

    _"Strength and healing severely reduced."_
    The character is gravely sick. Carrying Capacity reduced by 2 points. Further increased body temperature generation. Much slower healing if it's due to bad food or corpses.
    Health reaches Severe Damage levels if it's zombification or poisoning. Occurs when sickness is above 75%.

    **Fever**

    _"Increasing danger of death."_
    The character is weak and hyperthermic. Carrying Capacity reduced by 3 points. Significantly increased body temperature generation. Health declines somewhat slowly if it's due to bad food or corpses.
    Health reaches Critical or Highly Critical Damage levels if it's zombification or poisoning. Occurs when sickness is above 90%.

* * *

### ![Moodle Icon Dead.png](/w/images/8/86/Moodle_Icon_Dead.png) Dead

* * *

    The character has taken too much damage, lost all of their health and passed away.
    This is the moodle that results from dying, provided that the player wasn't infected instead.

    **Deceased**

    _"High chance of becoming rat food."_

* * *

### ![Moodle Icon Zombie.png](/w/images/3/3e/Moodle_Icon_Zombie.png) Zombie

* * *

    The character has lost all their health and died, after being infected by a zombie. The now-uncontrollable player will rise from the ground and aimlessly wander the world.
    Currently, if the infected character doesn't burn to ashes or otherwise leaves a corpse on the ground, they will rise as a zombie, regardless of means or time of death.

    **Zombified**

    _"Sudden desire to eat people."_

* * *

### ![Moodle Icon CantSprint.png](/w/images/c/cd/Moodle_Icon_CantSprint.png)
Restricted Movement

* * *

    It indicates the character is unable to sprint due to being barefooted, having leg injuries, being overloaded, wearing heavy clothes, or suffering from moodles that impact speed.
    Currently impossible to obtain due to disabled clothing multipliers.

    **Restricted Movement**

    _"Heavy clothing, bulky bags or large items slowing you down!"_

## Removed/future moodles

### ![Moodle Icon Angry.png](/w/images/e/ee/Moodle_Icon_Angry.png) Angry

* * *

    In previous versions of _Project Zomboid,_ the anger moodle pops up for both sides when NPC reject team requests made by a player or another NPC. Each level of the Anger moodle beyond _Irritated_ progressively blocks interaction attitudes, culminating in open hostility with the risk of combat at the most intense stage.
    This moodle is disabled due to there being no NPCs in the current game build, although it is expected to return when they're re-introduced. Players can trigger it by enabling Debug Mode, and increasing the anger slider from the moodles menu; even so, Anger has absolutely zero effect on character actions or abilities.
    The following effects refer to Patch 0.2.0r RC2.5.

    **Irritated**

    _"A bit narked off"_
    No effects yet.

    **Annoyed**

    _"Seriously bad mood."_
    Positive/friendly interactions disabled.

    **Angry**

    _"Ball of rage."_
    Neutral interactions disabled.

    **Furious**

    _"Spoiling for a fight."_
    Interacting with an NPC can lead to combat, with potentially lethal results.

* * *

### ![Moodle Icon Hungover.png](/w/images/8/8c/Moodle_Icon_Hungover.png)
Hungover

* * *

    This moodle used to indicate that the player has been staying too long outside, after or during intoxication. The only solution was to stay indoors.
    It is absent from the current version.

## See also

  * Medical items
  * Literature
  * Food
  * Food
  * Health
  * Nutrition

  *[UI]: User-Interface
  *[AI]: artificial intelligence
  *[RMB]: Right Mouse Button
  *[RPM]: Revolutions per minute
  *[MPH]: Miles per hour
  *[FPS]: frames per second
  *[Grow time]: Average grow time (days)

Moodles


Composter

![CompostBin.gif](/w/images/f/f8/CompostBin.gif)

[[File:{{{icon2}}}||]]

[[File:{{{icon3}}}||]]

[[File:{{{icon4}}}||]]

[[File:{{{icon5}}}||]]

![CompostBin.gif](/w/images/f/f8/CompostBin.gif)

General

Category

Furniture

Size

1 tile

Function

Convert food into compost

Properties

Type![Crate](/w/images/7/7c/Container_Crate.png)

Container

Capacity

50

Build

Skill (level)

Carpentry (2)

Tool(s)

Hammer

Ingredients

5 × ![Plank.png](/w/images/thumb/0/0d/Plank.png/20px-Plank.png) Plank
4 × ![Nails.png](/w/images/thumb/5/50/Nails.png/20px-Nails.png) Nails

Move

Skill (level)

Carpentry (0)

Tool(s)

Hammer

Technical

Item ID(s)

Movables.{TileID}

Tile ID(s)

camping_01_19 camping_01_20

A **composter** is a craftable container.

## Usage

### Making compost

The composter is used to convert rotten food into compost. Rotten food left in
the composter will overtime become compost, which can be accessed by right-
clicking, which will display the amount of compost as a percentage. If the
compost level is 10% or more, an empty sack can be used to "Get Compost",
taking 10% and turning the sack into a compost bag, which can then be used to
fertilize crops, allowing them to grow quicker.

  * 2% of the composter's capacity is equal to 1 unit, therefore, a composter can hold up to 50 units (10 compost bags).
  * There is a 10% chance when rotten food is converted into compost, for a worm to appear in the composter.
  * Poisonous food can be put in the composter without having any negative impact on the plants or indirectly on the player.
  * Food has to reach the rotten state into the composter before it can start to be deleted from this container (or rather transformed into compost).
  * A full composter will not "waste" rotten food by composting it. This also means worm production is stopped once the composter is 100% full. Food left in the composter will still run out its composting timer though, and instantly compost as soon as room for more compost is made.
  * The composter takes about 2 weeks to convert rotten food into usable compost

A good strategy to fill the composter quickly if the player doesn't have a
farm yet is to use the rotten/poisonous berries and mushrooms they forage. The
player can also loot restaurants, fridges or any other place containing rotten
food. Once the player has a farm producing enough food, the excess can simply
be put into the composter.

### Storage

Since a composter is a container with a capacity of 50, any item can be placed
into it, however only rotten food will be converted. Allowing it to be used as
a makeshift storage container.

## Crafting

### Carpentry

    _Main article:Carpentry_
Product  | Ingredients  | Tools  | Requirements  | Workstation  | XP
---|---|---|---|---|---
![CompostBin.gif](/w/images/thumb/f/f8/CompostBin.gif/64px-CompostBin.gif)
Composter | ![Plank.png](/w/images/0/0d/Plank.png) Plank ×5
![Nails.png](/w/images/5/50/Nails.png) Nails ×4 |
![Hammer.png](/w/images/8/81/Hammer.png)
Hammer (tag) | Carpentry 2  | _none_ | 1.25 Carpentry

## Code

![Code icon.png](/w/images/thumb/9/99/Code_icon.png/26px-Code_icon.png) Code
snippet! This section contains source code from _Project Zomboid_ Show / Hide

_**Retrieved** : Build 41.78.16 _

    -- compost
        local compostOption = subMenu:addOption(getText("ContextMenu_Compost"), worldobjects, ISBuildMenu.onCompost, player, "camping_01_19");
        local tooltip4 = ISBuildMenu.canBuild(5,4,0,0,0,2,compostOption, player);
        tooltip4:setName(getText("ContextMenu_Compost"));
        tooltip4.description = getText("Tooltip_craft_compostDesc") .. tooltip4.description;
        tooltip4:setTexture("camping_01_19");
        ISBuildMenu.requireHammer(compostOption)

## See also

  * Carpentry
  * Farming
  * Tiles
  * Containers
  * NPK Fertilizer

ConstructionShow / Hide

CarpentryShow / Hide

Walls and entrances

Log Wall • Wooden Wall Frame • Wooden Wall • Wooden Doorframe • Wooden Window
• Wooden Floor • Door • Wood Stairs

Fences

Wooden Fence • Double Wooden Door • Barbed Fence • Gravel Bag Wall • Sandbag
Wall

Furniture

Rain Collector Barrel • Wooden Crate • Bed • Bar Corner • Bar Element • Small
Bookcase • Bookcase • Shelves • Double Shelves • Wooden Chair • Small Table •
Large Table • Table with Drawer • Composter • Lamp on Pillar

Other

Cairn • Wooden Picket • Wooden Sign • Wooden Stake • Campfire • Tent Kit •
Barricade • Window • Broken Glass • Wooden Cross

MetalworkingShow / Hide

Walls and entrances

Metal Wall • Metal Wall Frame • Metal Roof • Metal Window

Fences

Big Double Pole Gate • Big Pole Fence • Big Pole Fence Gate • Big Wired Fence
• Pole Fence • Wired Fence • Big Double Wired Gate • Pole Fence Gate • Metal
Fence

Furniture

Big Locker • Metal Counter • Metal Counter Corner • Metal Crate • Metal
Shelves • Small Locker

  *[UI]: User-Interface
  *[AI]: artificial intelligence
  *[RMB]: Right Mouse Button
  *[RPM]: Revolutions per minute
  *[MPH]: Miles per hour
  *[FPS]: frames per second
  *[Grow time]: Average grow time (days)

Composter


Spoiler warning!The following containsunhidden spoilerspertaining to the story ofProject Zomboid. Proceed at your own risk.

“

The Knox Infection's final stage is one of violence.

— Kirsty Cormick

**Knox Infection** (commonly known as **zombie infection**) is a highly
contagious disease contracted only by humans. This disease is very different
from the common cold, food poisoning or wound infection. It is the main
catalyst and antagonist for the events that unfold in Project Zomboid, dubbed
the Knox Event.

## History

### Origin

Very little is known about the origin of the disease, other than that its
first known outbreak began in the state of Kentucky, U.S.A, with the largest
outbreaks specifically in the city of Louisville. There are several rumors
about the origin, such as; misfolded prions in the meat of Spiffo's, terrorist
attack, bioweapons testing gone wrong, and God's punishment for the sins of
Man.

### Initial outbreak

The exact date of the initial outbreak is unknown and estimated to be between
July 2 and July 6, 1993 (one week prior to the start of the game, on standard
settings). The military quickly set up an "exclusion zone" around Louisville
before it managed to spread further, temporarily containing the outbreak. At
first, the government portrayed the outbreak to be flu-like, causing panic and
confusion among the infected. The infection is known to spread through fluid-
contact: being scratches and bites.

Five days after the blockade went up, the WHO grounded all non-military or
-medical international flights, which lead to mass panic throughout the nation
and a disgruntled response from the President. The response and lack of
clarity from the United States government led to international leaders
condemning America, with the UK premier criticizing the President’s “near lack
of clarity”. A photo from West Point is leaked out of the Exclusion Zone, with
an image of a man covered in blood and bites, one arm missing, in a street
crowded with dead.

### Second wave

After 8 days, shots and explosions occur at the border of the exclusion zone,
catching the attention of infected civilians, leading to hundreds, maybe
thousands breaking through the blockade. Within two days, the infection spread
North to Louisville, littering the streets in dead along the way. As a last
resort, the military blew the bridges across the Ohio River, leaving those
left in Louisville to fend for themselves.

Something is released with the wave of the dead, as people begin showing
symptoms of the infection without coming into contact with any infected. The
Knox Infection quickly spreads throughout the U.S.A, causing a breakdown of
society, and even starts to spread across the ocean to Europe, Asia, and
Africa despite the WHO's lockdown order on American flights.

## Infection

Initially the infection seemed to only spread via fluids - typically blood and
saliva - and thus transmission rate was relatively low. Approximately a week
into the Knox Event however, it mutates and an airborne strain develops, which
then spreads much more rapidly after the incident at the exclusion zone border
and the breach thereof.

### Diagnosis

Those infected will suffer influenza-like symptoms for up to three days after
contracting the illness, and eventually succumb - after which they will then
reanimate within an hour after death.

The infection could also apparently be detected via blood tests.

### Pathophysiology

The pathophysiology of the infection is never mentioned during the events of
Project Zomboid, though radio interviews suggest that infected individuals
become confused and fatigued prior to death and reanimation. However, it is
likely of viral or prion origin, as it’s mentioned to be “flu-like” (virus)
and Professor Peter Endsleigh draws a connection between Mad Cow disease
(prion) and the fact that the infection is “clearly a neurological disorder”.
There are no known cases of surviving the infection, and so therefore the
direct effects and immune response (if any) are unknown.

### Immunity

Whilst select individuals (such as players) are immune to the airborne strain
of the infection, there are no known cases of immunity of both, the airborne
and the contact strains.

## Game mechanics

### Infection

The game will never outright tell the player that they are infected, and will
instead develop symptoms over time. Therefore, if scratched or lacerated, you
may not be able to know you’re infected until the nausea and worse symptoms
start. Although some radio broadcasts mention the infection can be diagnosed
with a blood test, this is not currently a game mechanic. As symptoms worsen,
the player's health will degrade faster, which cannot be stopped and can only
be slowed by remaining well-fed, hydrated and absence of a cold.

Infection mechanics can be customized using custom sandbox settings, allowing
for adjustments to the speed of mortality and delay before reanimation.

There is no way to cure the Knox Infection once contracted, the only thing a
player can do is hold out as long as possible until succumbing to the
infection for good.

#### Traits

The time before symptom onset and death will vary between players, and is
affected by some traits.

Icon  | Trait  | Effect
---|---|---
![Trait resilient.png](/w/images/f/fe/Trait_resilient.png) | Resilient | -25% zombification rate
![Trait hypercondriac.png](/w/images/b/b9/Trait_hypercondriac.png) | Prone to Illness | +25% zombification rate

#### Symptoms

Time  | Symptom
---|---
Immediately  | Rapid temperature increase
1—4 hours  | Anxiety
5—12 hours  | Queasy (stage 1): slight health loss
13—24 hours  | Nauseous (stage 2): moderate health loss
25—48 hours  | Sick (stage 3): severe health loss
49—71 hours  | Fever (stage 4): terminal damage
72 hours  | Death: zombified

### Reanimation

Under standard game rules, characters who have contracted the Knox Infection
will reanimate within a minute or two of their death, and will do so
_regardless of their actual cause of death_.

Custom difficulty options can alter the amount of time before a deceased
character reanimates, reducing it to as low as near-immediate or increasing it
to as long as a one to two week delay. Another option can make it so that
**all** characters carry a 'latent' or 'passive' strain of the virus which
will cause them to reanimate upon death even if they did not contract the
virus directly from a zombie.

### Infection rate

It is only possible to contract the Knox infection by getting scratched,
lacerated, or bitten by a zombie. The probability depends on the type of
injury. Non-zombie related injuries will **never** result in contracting the
infection, though they may result in conventional wound infections if not
treated properly. Zombie scratches and lacerations can also become
conventionally infected without contracting the Knox infection.

Transmission  | Probability
---|---
Scratch  | 7%
Laceration  | 25%
Bite  | 100%

### Hypochondriac

The disabled hypochondriac trait will cause the player to occasionally get the
symptoms of the zombie infection after receiving a scratch, without actually
being infected. The progression is identical to the Knox Infection, however
once the 'fake infection' reaches its peak, the infection will dissipate as
the player begins to recover. The rate of recovery is much quicker than the
infection's progression. However this trait is currently commented out (as of
Build 41.65) and cannot be added to a character without being modded back in.

### Popular myths

Below are some commonly believed myths in the game, along with clarifications:

_"Survival from a zombie bite is possible"_

    Originally in older versions, as noted in patch 0.1.6a, there was a small 4% chance to survive a zombie bite. This was changed in later updates, making a zombie bite 100% lethal.

_"Recovery from infection through Rest and Nourishment"_

    This misconception might have stemmed from the hypochondriac trait, general food sickness, or confusion with wound infection. However, it is **impossible** to survive the 'real' infection once contracted.

_"Disinfection can eliminate the infection"_

    Disinfecting a wound post-bite does not eliminate the infection. Once infected, there is no known way to reverse the condition.

_"Preventing reanimation by dying prematurely (e.g., drinkingbleach)"_

    This myth is based on a bug in versions prior to Build 41.5 where dying before the infection could set in prevented reanimation. This allowed players to retrieve their possessions without having to deal with their zombified former selves.

_"Bloodied-hand zombies are more infectious"_

    While it may seem logical, zombies with blood on their hands are not more likely to infect through scratches. Such zombies usually have bloodied hands due to climbing through broken windows.

_"Infection risk from broken glass"_

    Infection in the game can only be contracted through direct zombie attacks. It's not possible to get infected by climbing through broken windows without clearing the glass first, although the resulting wounds if not properly treated can become infected.

## Trivia

  * Infection lore is heavily based on George A. Romero zombies, with some very minor alterations.
  * There is a secret government facility deep in the woods on the southern edge of the map which seems to have some medical and animal testing facilities and is a massive hotspot for the infected. Whether it is related to the outbreak or not is currently unknown.
  * Children can also be infected with Knox Infection and become zombies, mentioned on day 6 and day 7 on NNR Radio, and day 6 on KnoxTalk Radio, but Project Zomboid will never have zombie children in the game itself.
  * The entire planet Earth is infected and completely overrun by July 28th of 1993, according to Knox Event timeline, with currently only small groups of immune survivors remaining.

  *[UI]: User-Interface
  *[AI]: artificial intelligence
  *[RMB]: Right Mouse Button
  *[RPM]: Revolutions per minute
  *[MPH]: Miles per hour
  *[FPS]: frames per second
  *[Grow time]: Average grow time (days)

Knox Infection