What you have on hand

Nothing levelled yet

Research Farming and Cooking on the first day you can, then forget about them. They are the 2 cheapest first levels in the game at 100 and 150 experience, and the only 2 that count nothing at all until the research is done. Everything you plant and cook after that pays into them while you are doing something else. Spend your attention on Scavenging instead: it is 3% of the experience in the game and it pays 50 a return, on trips you were going to make.

Money to spend

Buy the Gardening Manual or the Home-Style Recipes, and nothing else off that shelf. Each of the 6 books is $500 for +200 proficiency and 1 hour of reading, and only 2 of them buy a level: Farming and Cooking start at level 0 and their first step costs less than the book grants. Against the ladders themselves +200 is 0.3% of Farming, so a book is a way to skip a research step, not a way to move a skill you use.

A food skill part-way up

Finish the level you are on and then stop and look at the next one. The steps get worse the higher you are: leaving level 4 of Cooking costs 36,600 experience on its own, more than any of the 4 cheapest ladders costs end to end, and the same step on Farming costs 41,000. What the top step of Cooking buys is the quality floor going from 55 to 70 and nothing else the data carries, so it is worth taking only if bad dishes are what is actually hurting the run. See how cooking works for what the floor is worth.

Open the skills list Every level of all 6 skills, with the rank the game names it, what it costs to leave, and the game's own wording for what it grants.

A skill is a ladder of 5 or 6 ranks, and the game decides two things about it: what one rank costs in experience, and what reaching it changes. The first is in the tables and is easy to compare once you put the six side by side, which the game never does. The second is where this page has to be careful, because a level’s advertised effect and its exported effect are not always the same thing.

The game’s own proficiency screen tracks 12 named abilities across the six skills. Every figure on this page comes from one of those or from the experience tables behind them. Where a level’s text promises something none of them carries, this page says so instead of repeating the promise.

Check the Log
The Survival Log screen keeps the ladders. It shows the level you are on and the one above it, and never what the other five cost.

What earns a skill experience

The proficiency panel prints a line per skill saying what pays into it. All 6 of them end with the book, and all 6 start with the action you repeat. Only 4 of those repeated actions carry a figure in any exported table.

What the game says pays into each ladder, what one repeat of the first action is worth where a table says, and how many repeats the whole ladder comes to.
Skill The game says it comes from Per repeat Ladder in repeats
Scavenging Return from exploration, First visit to new locations, Read professional books 50 a return 98
Defense Kill zombies in zombie horde, Build defensive facilities, Read professional books 25 a zombie killed 302
Crafting Craft at Workbench, First time making new recipe, Read professional books no figure not exported
Trapping Remove prey from traps, First capture of new prey, Read professional books no figure not exported
Cooking Cook Dishes, First Time Making New Recipes, Read Professional Books 25 to 175 a dish 329 to 2,302
Farming Harvest mature crops, First harvest of new crops, Read professional books 30 to 450 a harvest 143 to 2,134

Scavenging is the shortest ladder in the game, by a distance you can count in trips. Every location the game exports pays the same 50 for coming back from it, so the whole ladder is 98 of them and no trip is worth more than another for this purpose. Defense is the other flat one at 25 a kill, which puts its 7,550 at 302 zombies across the whole run.

The two food skills pay by what you make. A crop pays 30 to 450 experience a harvest and a recipe pays 25 to 175 a dish, so the same ladder is 143 to 2,134 harvests or 329 to 2,302 dishes depending on what you grow and cook. That spread is larger than the gap between two skills, which is why “level Farming” is not a plan and “plant the crop that pays” is.

Trapping and Crafting are the exception. Their panel lines name an action the same way the others do, "remove prey from traps" and "craft at workbench", and no exported table puts a number on either. The price of those two ladders is known and the pace of them is not, so nothing on this page says how long they take. Where to set every trap and what to craft stop at the same line.

The Satisfaction of Harvest
Farming and Cooking are the two ladders whose experience is on the thing you make, so what you plant changes how fast the skill moves.

What each ladder costs

Experience to take each skill from the level it starts at to the top. The six together come to 177,090.
Skill Levels First step To the top Share of all six
Scavenging 1 to 5 400 4,900 3%
Defense 1 to 5 350 7,550 4%
Crafting 1 to 5 600 17,900 10%
Trapping 1 to 5 280 25,170 14%
Cooking 0 to 5 150 57,550 32%
Farming 0 to 5 100 64,020 36%

Farming costs 13.1 times what Scavenging does, and it climbs one more rank on the way because it starts at 0 rather than 1. Two skills out of six account for 69% of all the experience in the game. The other four are cheap enough to finish while you are still working on those two.

The cheap opening that is not a cheap skill

Sorting the same six by what the first level costs reverses most of the table.

The same skills by what it costs to leave the level you start at.
Skill First step To the top Times the first step
Farming 100 64,020 640x
Cooking 150 57,550 384x
Trapping 280 25,170 90x
Defense 350 7,550 22x
Scavenging 400 4,900 12x
Crafting 600 17,900 30x

Farming and Cooking start at 100 and 150 experience, the two cheapest openings of the six, and then run to ladders costing hundreds of times that. They are also the only two that start at level 0 rather than 1, and that first step is the research: until it is done neither skill counts a point. Do it early and let the ladders run. The trap is reading the speed of that first level as the speed of the skill.

What a level actually changes

The proficiency screen tracks 12 abilities. 10 of them are a figure on the skill level itself. The other 2 are not on the level at all, and a page answering for either has to go to the table that does carry them.

The abilities the proficiency screen names, and where the figure behind each one lives.
Ability Skill What carries it
Crafting Stamina Consumption Crafting The skill level
Perfect Crafting Chance Crafting The skill level
Crop Anomaly Rate Farming The skill level
Perfect Planting Chance Farming The skill level
Minimum Product Quality Cooking The skill level
Collected Recipes Cooking The recipes, each naming the Cooking level it asks for
Failed Hunt Chance Trapping The skill level
Rare Prey Weighting Trapping The skill level
Capture Durability Cost Trapping The skill level
Max Exposure Scavenging The skill level
Exploration Stamina Consumption Scavenging The skill level
Buildable Defenses Defense The Workbench recipes, each naming the Defense level that unlocks it

Read the ladders against that list and the picture is uneven. Below, every level of all six skills with the abilities whose figure moves there, written the way the game writes them.

Every level of the 6 skills, what it costs to have reached it, and the abilities whose figure moves at it.
Skill Level Rank Experience to here What moves
Cooking 0 Uninitiated 0 nothing the screen tracks
Cooking 1 Novice Chef 150 Minimum Product Quality 10
Cooking 2 Apprentice Chef 750 Minimum Product Quality 25
Cooking 3 Skilled Chef 5,350 Minimum Product Quality 40
Cooking 4 Veteran Chef 20,950 Minimum Product Quality 55
Cooking 5 Master Chef 57,550 Minimum Product Quality 70
Farming 0 Uninitiated 0 nothing the screen tracks
Farming 1 Novice Gardener 100 nothing the screen tracks
Farming 2 Apprentice Gardener 1,020 Crop Anomaly Rate -20%, Perfect Planting Chance +10%
Farming 3 Skilled Gardener 6,020 Perfect Planting Chance +20%
Farming 4 Senior Gardener 23,020 Crop Anomaly Rate -30%, Perfect Planting Chance +30%
Farming 5 Master Gardener 64,020 Crop Anomaly Rate -40%, Perfect Planting Chance +40%
Trapping 1 Trainee Hunter 0 Failed Hunt Chance -10%
Trapping 2 Apprentice Trapper 280 Rare Prey Weighting +2
Trapping 3 Skilled Hunter 1,660 Capture Durability Cost -50
Trapping 4 Senior Hunter 7,040 Failed Hunt Chance -20%, Rare Prey Weighting +4
Trapping 5 Master Trapper 25,170 Failed Hunt Chance -50%, Capture Durability Cost -150
Crafting 1 Apprentice Craftsman 0 Crafting Stamina Consumption -10%
Crafting 2 Skilled Craftsman 600 Perfect Crafting Chance +10%
Crafting 3 Senior Craftsman 2,400 Crafting Stamina Consumption -20%
Crafting 4 Artisan Craftsman 6,900 Perfect Crafting Chance +15%
Crafting 5 Master Craftsman 17,900 Crafting Stamina Consumption -30%, Perfect Crafting Chance +20%
Scavenging 1 Apprentice Explorer 0 Max Exposure +100
Scavenging 2 City Wanderer 400 Exploration Stamina Consumption -10%
Scavenging 3 Skilled Explorer 1,200 Max Exposure +250
Scavenging 4 Veteran Explorer 2,700 Exploration Stamina Consumption -20%
Scavenging 5 Wasteland King 4,900 Max Exposure +500
Defense 1 Apprentice Defender 0 nothing the screen tracks
Defense 2 Skilled Defender 350 nothing the screen tracks
Defense 3 Veteran Defender 1,350 nothing the screen tracks
Defense 4 Fortification Engineer 3,650 nothing the screen tracks
Defense 5 Fortress Master 7,550 nothing the screen tracks

8 of the 32 rows move no tracked figure, and all 5 of the Defense levels are among them. The other 3 sit at the bottom of Farming and Cooking, below the point where either skill counts anything, so there is nothing there to move yet.

Defense is five levels of unlocks

Not one Defense level moves an ability the proficiency screen tracks. What the ladder does instead is hand over Workbench recipes, and those are carried: each recipe names the Defense level that unlocks it.

What each Defense level says it unlocks, and the Workbench recipes that name that level as their condition.
Level Rank What the game says Recipes that name this level
1 Apprentice Defender Can craft Sandbag and Spike Barrier none
2 Skilled Defender Unlocks Molotov Cocktails. Unlocks proximal defense slots for purchase. Poor-Quality Molotov Cocktail, Molotov Cocktail, High-Proof Molotov Cocktail
3 Veteran Defender Unlocks Electric Traps. Unlocks middle defense slots for purchase. Electric Trap Package
4 Fortification Engineer Unlocks Mechanical Chainsaws. Unlocks outer defense slots for purchase. Mechanical Chainsaw Package
5 Fortress Master Unlocks Titanium Doors and Bulletproof Windows. Unlocks outermost defense slots for purchase. Titanium Door Package, Bulletproof Window Package

Two things in that table are worth stopping on.

Level 1 names two things it lets you craft and neither recipe carries the condition. The Sandbag and Spike Barrier recipes have no unlock source in the data at all: they sit on the Workbench from the start at the Crafting level they ask for. Whatever the level text means, nothing exported holds those two behind it.

The top level is not the only route to the barriers it unlocks. All 2 of the packages Defense 5 gates on the Workbench, Titanium Door Package Furniture Packages 3000 g 2×2 cells Keeps indefinitely and Bulletproof Window Package Furniture Packages 1500 g 2×2 cells Keeps indefinitely , also carry the furniture catalogue as a source, at $80 and $40, and nothing in the data puts a Defense level on that second route. Doors and windows has what the barriers themselves are worth. The point here is that the ladder buys a recipe, and a recipe is not always the only copy of the thing.

Every Defense level also carries one figure the proficiency screen gives no name to, rising from 0.05 at level 1 to 0.3 at level 5. Since nothing names it and no rule reads it, this page does not say what it does.

Sleepless Defense Line
The Defense ladder is a list of things the Workbench will make. Nothing about it moves a number the game tracks on the skill itself.

Where the level text runs ahead of the data

Four more places where a level’s text and the data do not line up. One of them is expensive.

Cooking 4 and 5 unlock recipes that no recipe asks for. The recipes carry the Cooking level each one needs, and that level tops out at 3: 112 at level 1, 207 at level 2, 176 at level 3. Above 3 there are none, out of all 496 of them. So climbing from level 3 to the top of Cooking costs 52,200 experience, and what it moves is the quality floor, from 40 to 70. The recipes list filters by the level a recipe wants if you want to check.

Scavenging raises the Exposure ceiling at 3 of its 5 levels, not all of them. Levels 1, 3 and 5 take it to 100, then 250, then 500. The 2 levels in between move the exploration stamina figure instead, and their own text talks about carrying capacity and clearing obstacles, which no exported field carries at any level. What level 5 does carry beyond the ceiling is the deep search on the Abandoned School and the Abandoned Hospital, which the data names. Exposure and how long you can stay has the moves each ceiling buys at every site.

Trapping’s Rare Prey Weighting is a number with nowhere to go. Levels 2 and 4 raise it, and every animal carries a rarity band, but nothing says which band counts as rare or how the weighting enters the draw. Where to set every trap prices the rest of the ladder and leaves this out of every figure on it for the same reason.

Crafting’s stamina cut has nothing exported to apply to. The ladder takes the stamina a craft costs down by 30% at the top, and no Workbench recipe carries a stamina cost, so the share is real and the saving cannot be worked out. The other half of that ladder, the perfect crafting chance, is carried properly: it adds to each recipe’s own rate, and what to craft uses it.

Farming changes the risk the pot is fighting

Every crop carries the same chance of pests, weeds and drought. The planter takes a share off it, and so does Farming. The two work on the same roll, and only the skill’s own level text tells you the second one exists.

Farming levels that change the crop anomaly chance, with what it has cost by the time you get there.
Level Rank Takes off Experience to here
2 Apprentice Gardener 20% 1,020
4 Senior Gardener 30% 23,020
5 Master Gardener 40% 64,020

At level 5 the skill removes 40% of that chance on its own, before any pot is involved. The two stack against the same roll, so a cheap pot at high Farming and an expensive pot at low Farming are closer than the shop price suggests. Which planter to buy prices the pots against it.

The cost is the catch: reaching level 5 takes 64,020 experience, more than finishing Scavenging, Defense, Crafting and Trapping together.

The same levels also raise the perfect planting chance, to 40% at the top. Every crop carries its own perfect rate of 20% and a perfect harvest is worth exactly 1 extra unit on all 34 crops. What no exported rule says is how the skill’s share and the crop’s rate combine, so this page gives you both figures and not a total.

The books that sell you proficiency

Book
One book per skill, all the same price, all the same grant. What that grant is worth depends entirely on which ladder it lands on.

The shop sells 6 books, one per skill, each $500 for +200 proficiency and 1 hour of reading time you do not get back.

What $500 of proficiency reaches in each skill.
Book Skill Starts at Next level costs Does +200 reach it
Woodworking Basics Crafting 1 600 no
Gardening Manual Farming 0 100 yes
Home-Style Recipes Cooking 0 150 yes
Hunting Notes Trapping 1 280 no
Urban Exploration Guide Scavenging 1 400 no
Barricade Construction Guide Defense 1 350 no

Only 2 of the 6 buy a level. Farming and Cooking are the skills that start at 0, and their first step costs less than the book grants. Every other skill starts at 1 and its next level costs more than 200, so the book is partial progress toward a level you would reach by playing.

Against the ladders above, 200 is a rounding error: it is 0.3% of the way to the top of Farming. Buy one to skip the research on a food skill you are not going to practise. Do not buy one expecting it to move a skill you already use.

What to do

  1. Research Farming and Cooking on the first day you can. Neither counts a point of experience until you do, and they are the two dearest ladders in the game.
  2. Put your first deliberate effort into Scavenging. It is 3% of the experience in the game and 98 returns from trips you were making anyway.
  3. Take Defense only as far as the barrier you intend to fit. Every one of its levels is a list of Workbench recipes, so the level you want is the one that names the thing you want to build.
  4. Treat Trapping and Crafting as running costs rather than goals. Their levels arrive from work you were doing, and nothing exported says how fast.
  5. Weigh the 64,020 experience that level 5 of Farming costs against a better pot before chasing it for the crop risk alone.
  6. Stop Cooking at level 3 unless failed dishes are the problem. Above it the recipes stop arriving and only the quality floor moves, for 52,200 experience.

Quick reference

  • Cheapest ladder: Scavenging, 4,900 experience, or 98 returns at 50 each.
  • Dearest ladder: Farming, 64,020, or 13.1 times the cheapest.
  • All six together: 177,090 experience, of which 69% is Farming and Cooking.
  • Cheapest opening: Farming at 100, which is also the dearest skill to finish.
  • Needs research first: Farming and Cooking.
  • Carried between runs: 0. Every ladder restarts.
  • Books: 6 at $500 and 1 hour each for +200, and only 2 of them buy a level.
  • Levels that move no tracked figure: 8 of 32. All 5 of Defense, plus 3 at the bottom of Farming and Cooking.
  • Multiple dishes at once arrives at Cooking 3.
  • Compare every level side by side in the skills list.