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Perks & Attributes

The five attribute trees and how to plan a build

The system

There are five main Attributes, each with ten levels: Perception, Strength, Fortitude, Agility, and Intellect. You start at level 1 in all five and raise them by spending skill points — 1 point per player level. Each attribute has its own set of perks, gated behind attribute-level prerequisites. For exact perk names, ranks, costs, and per-rank effects — real numbers pulled straight from the game files — use the Perk Planner; this page covers the strategy around choosing a build, not the line-by-line data.

The five attributes

AttributePlaystyle it supports
StrengthMelee power, mining/harvesting yield, heavy weapons — the "walk into the horde" build
PerceptionRanged/precision weapons, stealth headshots — kill zombies before they know you exist
FortitudeHealth, durability, pain tolerance — maximum survivability builds
AgilitySpeed, stealth movement, high damage from stealth attacks
IntellectCrafting, robotics/turrets, vehicles — "let your gear do the fighting"

General perks and books

Not every useful perk is locked behind an attribute. A general perks tab holds skills available to anyone with points to spend regardless of attribute investment. Separately, Perk Books found while looting unlock permanent bonuses outside the skill-point system entirely — they don't need to be read in any particular order, so pick them up whenever you find them.

17 perks hide a real effect their own descriptions never mention — a temporary boost toward a specific "Vol 1" challenge book matching that perk's own theme (Lock Picking → The Great Heist Vol 1, Dead Eye → Sniper Vol 1, Boomstick → Shotgun Messiah Vol 1, and 14 others), each turning off once you've completed that challenge. Lock Picking is the most notable case — it hides two of these at once. See Getting Started for the full breakdown, or the Perk Planner for the exact per-rank numbers on every affected perk.

Planning a build

Tip: Certain drugs and consumables temporarily raise an attribute, which can let you meet a perk's prerequisite in a pinch without permanently investing points there.