> For the complete documentation index, see [llms.txt](https://deadtiles.gitbook.io/deadtiles-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://deadtiles.gitbook.io/deadtiles-docs/the-county/skills.md).

# Skills

Using a skill raises it. Fighting, searching, cooking, crafting, trading, and the rest each train the skill you used. A skill magazine trains the skill on the cover, and any extra skills printed with it.

Every skill sits under a parent and runs from 0 to 100. The skill you use cannot rise past its parent, so Strength limits Melee, and Dexterity limits Lockpicking. A quarter of the experience also goes to that parent. The numbers below are what level 100 does. Lower levels sit on the line between untrained and that.

Worn gold and silver chains, rings, and loot watches add temporary Bartering and Persuasion experience while they are on you. Take them off and that bonus goes with them. Dog tags and the plain watch do not grant it.

## Strength

* Melee hits do up to a fifth more damage. Guns are not affected.
* Harvesting fells a tree in fewer swings, from 10 down to 6. The wood you get from the tree stays the same.
* Carrying is trained when you haul gear. It does not change how much you can carry yet.
* Construction finishes a placed piece faster, and takes one down faster, from 30 seconds down to 20. Finishing wears the hammer less, from 10 uses down to 5. Taking a piece down returns more of its materials, from half up to all of them.

## Endurance

* Fitness raises the stamina bar from 50 to 100, so a full sprint lasts about twice as long. It does not make you walk faster, and it does not slow how fast stamina drains.
* Immunity makes a walker bite less likely to infect you, from about 1 in 10 down to about 1 in 40. An infection you already have climbs more slowly, from about 1% a minute down to about half that. Raw meat is still a coin flip.
* Recovery makes you get hungry more slowly, down to about three quarters of the usual drain. The slow heals from a lit fire and from multivitamins restore more, up to half again. Bandages, rags, and alcohol are Medicine, not Recovery. Thirst is not affected.

## Dexterity

* Accuracy tightens bullet spread, down to half at level 100. It does not speed reloading.
* Crafting cuts the time at a bench or furnace, down to half.
* Scavenging shortens a search, from about 5 seconds down to about 3.
* Stealth makes walkers notice you from less far, from 12 tiles down to 8. A search is heard from less far, from 10 tiles down to 2. Picking a lock is heard from less far, from 10 tiles down to 5. Gunshots stay just as loud.
* Cooking makes food and drink restore more, up to a fifth. That includes the thirst you lose from salty food and burnt meat.
* Lockpicking opens a lock faster, from about a minute down to about 30 seconds. A finished pick is less likely to spend a use of the kit, from always down to about half the time. Easy locks need no level. A medium lock needs 25. A hard lock needs 50. Dexterity still caps how high Lockpicking can go.

## Intelligence

* Medicine makes rags, bandages, and alcohol heal more, up to a fifth. A course of antibiotics lasts longer, from about 30 minutes up to about an hour. Doctor Clark's price does not change.
* Reading makes a finished magazine grant more experience, up to half again, and you finish it faster, from 30 seconds down to 20. Learning a blueprint still takes its own time. It does train Reading.

## Charisma

* Bartering improves the price Kevin gives you, on top of your Ashen standing. At level 100 you pay about a tenth less than that standing price, and he pays you about a tenth more.
* Persuasion makes a finished job pay more banknotes and more standing, up to half again.


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