Welcome to my guide for Project Zomboid’s traits tier list. In this article, we will be focusing on the vanilla traits in the base game, without any mods. However, if this guide gains enough interest, I can also create a version for modded games. Let’s dive in and discover which traits are worth picking and which ones are better to pass on.
List of traits – Positives
Adrenaline Junkie
-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.
Athletic
-10
Can run faster and longer without tiring.
+4 Fitness. +20% running/sprinting speed . -20% running/sprinting endurance loss from the trait itself.
Brave
-4
Less prone to becoming panicked.
30% panic except for night terrors and phobias.
Cat’s Eyes
-2
Better vision at night.
+20% better vision at night. Affects search mode.
Dextrous
-2
Transfers inventory items quickly.
50% inventory transferring time.
Eagle Eyed
-6
Has a faster visibility fade and a higher visibility arc.
Character has a wider field of view. Affects search mode.
Fast 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.)
Including Scratches, Lacerations, Lodged Bullets, Deep wounds (with/without glass), Bites and Fractures. (Check Health for more details.)
Fast Learner
-6
Increases XP gains.
130% XP for all skills except Strength and Fitness.
Fast Reader
-2
Fast Reader
130% reading speed.
Fit
-6
In good physical shape.
+2 Fitness.
Graceful
-4
Makes less noise when moving.
60% footsteps sound radius. 90% chance to trip while run/sprint vaulting a low fence or lunging zombies.
Inconspicuous
-4
Less likely to be spotted by zombies.
50% chance of zombies spotting you.
Iron Gut
-3
Less chance to have food illness.
50% chance of food illness. Food illness lasts shorter. Check Health for more details.
Keen Hearing
-6
Larger perception radius.
200% perception radius. Zombies that approach from behind will be visible much earlier.
Light Eater
-4
Needs to eat less regularly.
75% hunger.
Low Thirst
-6
Needs to drink water less regularly.
50% thirst.
Lucky
-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.
Not available in multiplayer.
Organized
-6
Increased container inventory capacity.
130% capacity for all containers, including boxes, cupboards and cars.
Outdoorsman
-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.
Thick 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.
Resilient
-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.
Speed Demon
-1
The fast driver.
200% Gear switching speed, 115% top speed for all vehicles
Strong
-10
Extra knockback from melee weapons and increased carry weight.
+4 Strength, +40% knockback power (damage does not increase).
Stout
-6
Extra knockback from melee weapons and increased carry weight.
+2 Strength
Wakeful
-2
Needs less sleep.
-30% Fatigue increase rate, +10% Sleep efficiency
Amateur Mechanic
-5
Has a detailed knowledge of common and heavy vehicle models and their repairs.
+1 Mechanics, can repair standard and heavy-duty vehicles.
Angler
-4
Knows the basics of fishing.
+1 Fishing
Knows how to make and fix a fishing rod.
Knows how to make and fix a fishing rod.
Baseball Player
-4
Has practice with a baseball bat and knows how to hit with precision.
+1 Long Blunt
Brawler
-6
Used to getting into trouble.
+1 Axe, +1 Long Blunt
Continuation of positive traits
Cook
-6
Knows cooking recipes.
+2 Cooking
Currently broken in-game. Trait does not give recipes or affect foraging mode. Still gives skill boost though.
Currently broken in-game. Trait does not give recipes or affect foraging mode. Still gives skill boost though.
First Aider
-4
Has a CPR and First Aid course certificate.
+1 First Aid
Former Scout
-6
Knows how to pick wild berries and how to treat small injuries.
+1 First Aid, +1 Foraging. Affects search mode.
Gardener
-4
Has basic agriculture knowledge.
+1 Farming
Knows mildew and flies cure. Affects search mode.
Knows mildew and flies cure. Affects search mode.
Gymnast
-5
Agile and discreet.
+1 Lightfooted, +1 Nimble
Handy
-8
Faster and stronger constructions.
+1 Carpentry, +1 Maintenance
+100HP to all constructions.
Increases building speed (≈11%).
+100HP to all constructions.
Increases building speed (≈11%).
Herbalist
-6
Can find medicinal 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.
Hiker
-6
Used to surviving in the jungle.
+1 Foraging, +1 Trapping. Affects search mode.
Hunter
-8
Know the basics of hunting.
+1 Aiming, +1 Short Blade, +1 Sneaking, +1 Trapping and affects search mode.
Nutritionist
-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.
Runner
-4
Runner in the spare times.
+1 Sprinting
Sewer
-4
+1 Tailoring
+1 Tailoring
List of traits – Negatives
Agoraphobic
+4
Gets panicked when outdoors.
Enters in panic when outdoors and affects search mode.
All Thumbs
+2
Transfers inventory items slowly.
400% inventory transferring time.
Asthmatic
+5
Faster endurance loss.
140% running/sprinting endurance loss. 130% increase in swing endurance lost.
Claustrophobic
+4
Gets panicked when indoors.
Enters in panic when indoors.
Clumsy
+2
Makes more noise when moving.
120% footsteps sound radius (results in 144% footsteps sound area), 110% chance to trip while run/sprint vaulting a low fence or lunging zombies.
Conspicuous
+4
More likely to be spotted by zombies.
200% chance of getting spotted by zombies.
Cowardly
+2
Especially prone to becoming panicked.
200% panic except for night terrors and phobias.
Deaf
+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.
Disorganized
+4
Decreased container inventory capacity.
70% capacity for all containers, including boxes and cupboards.
Feeble
+6
Less knockback from melee weapons. Decreased carrying weight.
-2 Strength
Hard of 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.
Hearty Appetite
+4
Needs to eat more regularly.
150% hunger. Gives a +3% bonus to packaged foods, mushrooms, berries, and animals for foraging.
Fear of Blood
+5
Panic when performing first aid on self, cannot perform first aid on others, gets stressed when bloody.
–
High Thirst
+6
Needs more water to survive.
200% thirst
Out of Shape
+6
Low endurance, low endurance regeneration.
-2 Fitness
Illiterate
+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.
Obese
+10
Reduced running speed, very low endurance and prone to injury.
-2 fitness. Max fitness of 7 (while have this trait, losing it removes limitation). The trait itself reduce run speed and endurance. The 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.
Overweight
+6
Reduced running speed, low endurance and prone to injury.
Max fitness of 9 (while have this trait, losing it removes limitation). The 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.
Pacifist
+4
Less effective with weapons.
75% of skill XP for short blade, long blade, small blunt, long blunt, axe, spear, maintenance and aiming.
Prone to Illness
+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.
Restless Sleeper
+6
Slow loss of tiredness while sleeping.
Sleep for fewer hours each time, and slower loss of tiredness when sleeping.
Short Sighted
+2
Small view distance. Slower visibility fade.
-2 foraging radius in search mode. Can be negated with glasses and reading glasses.
Sleepyhead
+4
Needs more sleep.
+30% Fatigue increase rate, -10% Sleep efficiency.
Smoker
+4
Stress and unhappiness decrease after smoking tobacco. Unhappiness rises when tobacco is not smoked.
Stressed will constantly slowly rise. Smoking cigarettes will lower the stress level.
Slow 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.)
Including Scratches, Lacerations, Lodged Bullets, Deep wounds (with/without glass), Bites, and Fractures. (Check Health for more details.)
Continuation of negative traits
Slow Learner
+6
Decreased XP gains.
70% XP in all skills except strength and fitness.
Slow Reader
+2
Takes longer to read books.
70% reading speed.
Sunday Driver
+1
The very slow driver.
Accelerates vehicles 40% slower. Has a max speed of 30 km/h.
Thin-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.
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.
Unfit
+10
Very low endurance, very low endurance regeneration.
-4 fitness
Unlucky
+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.
Not available in multiplayer.
Very 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.
Weak
+10
Less knockback from melee weapons. Decreased carrying weight.
-5 Strength,-40% knockback power (damage does not decrease).
Weak Stomach
+3
Higher chance to have food illness.
200% chance of food illness. Food illness lasts longer. Check Health for more details.
Removed/future traits
Blacksmith
?
Use an anvil to create metal items.
–
Brooding
+2
Recovers slower from bad moods..
–
Hypochondriac
+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.
Patient
-4
Less like to get angry.
–
Short Tempered
+4
Quick to anger.
–
Light Drinker
+2
Gets drunk quickly.
400% drunkness from alcohol.
Hardened Drinker
-3
Doesn’t get drunk easily.
30% drunkness from alcohol.
Marksman
–
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.
Gift Of The Gab
?
Extra high charisma. Better chance of currying favor from NPCs.
–
And that wraps up our share on Project Zomboid: Traits Tier List for Zomboid – What to Pick and What to Skip. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by xandaonaarea, who deserves all the credit. Happy gaming!