Electrical Skill Effects
Passive Bonuses from Leveling
Each level in Electrical increases the success rate of hotwiring by 0.95%, with the displayed value rounded to the nearest whole number.
Unlocks from Leveling
- Crafting
- Level 5: Code Lock
- Construction
- Level 10: Battery Charger
- Level 15: Makeshift Battery
- Level 25: Makeshift Freezer, Makeshift Fridge
- Level 30: Gas Generator
- Level 50: Makeshift Solar Panel, Makeshift Windmill
- Level 75: Wall-Mounted Camera
- Schematic Decoding (Required level halved when using a Schematic Workbench)
- Level 50: GPS
- Level 60: Radio Receiver
- Level 70: Fridge Compressor, Stove Heating Elements
Perk Overview
Only two Electrical-specific perks are currently available: one reduces battery consumption, and the other reduces electrical damage.
All other perks are generic and shared across all skills, such as skill level increases and perk point bonuses.
How to Level Electrical Skill
Easy Leveling Method (Early Game)
- Hotwiring
- Success: ~250–2,000 XP per attempt
- Failure: ~150–300 XP per attempt
- Best done in areas with many vehicles (such as garages), ideally with an XP boost item
- Effective up to around Level 50 (total XP required: 43,750)
Recommended Leveling Method (Mid to Late Game)
- Advanced Components → Capacitor Crafting
- Both Advanced Components and Capacitors grant 1,526 XP per craft
- Requires relatively few materials and is easy to mass-produce
- With schematics, capacitors can be used to craft items such as Radio Receivers and Radio Transmitters for additional XP
- Wall-Mounted Camera Placement and Dismantling
- 5,409 XP per cycle (placement + dismantling)
- Repeating placement and dismantling with sufficient materials yields a large amount of XP in a short time
- High requirements: Construction 80, Electrical 75, Mechanical 80
- Materials require underwater exploration (Advanced Electronic Scrap and Crystal)
Best Electrical Perks
Perk List
| Name | Level | Effect |
|---|---|---|
| Bank It | 25-49 | You gain an additional point upon hittin 100. |
| Muscle Memoly | 25 | XP gained by related skill tasks is increased by 50%. |
| Well Read | 50 | Skill books give one extra stat level. |
| Overcharged | 50 | Batteries in your inventory drain half as fast. |
| Rubber Fingers | 50 | Reduse incoming electricution damage by 25%. |
Recommended Perk
- Bank It
- Grants an additional perk point in the long run, making it highly valuable overall
- As of v0.023, there are still few Electrical perks worth taking, so it is not essential right now
- Still recommended as a long-term investment in anticipation of future perk additions
- Overcharged (Optional)
- Extends battery life for frequently used devices such as smartphones and light sources
- Spare batteries are lightweight and easy to carry, so this perk is not essential
- Still worth considering if you want to avoid frequent battery swapping
- Rubber Fingers (Not Recommended)
- Currently has low value and is generally not worth taking
- Electrical damage only occurs when hotwiring fails, and the damage is minimal
- Hotwire damage can be completely negated with hand equipment resistance
- It is better to skip this perk and save points for future updates
Skill Evaluation & Priority
- Priority: Medium
- Electrical is required to craft advanced and convenient base equipment such as power generators and refrigerators, making it necessary as your base progresses.
- Unless playing on higher difficulty settings, it is rarely needed in the early game.
- The skill is easy to level, and its perks are not essential, so it is sufficient to level it gradually alongside base development. There is no need to actively focus on leveling it.


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