CHARACTER BUILD REFERENCE

Skills

What every tier actually changes. Levels are cumulative: Medium includes Basic; Advanced includes both.

NO SKILL 0BASIC 10K XPMEDIUM 100K XPADVANCED 1M XP
SCUM does not publish exact percentages for most skills. If a number is not shown, the effect is confirmed but the hidden value is not—no made-up numbers.
STR

ATTRIBUTE

STRENGTH

5 SKILLS

Boxing

Empty-hand punch and kick performance.

VIEW LEVELS

NO SKILL

  • Slowest combinations, lowest unarmed damage, highest stamina cost.

BASIC

  • Faster punches/kicks, more unarmed damage, lower stamina cost.

MEDIUM

  • Further improves combination frequency, damage, and stamina efficiency.

ADVANCED

  • Best standard unarmed speed, damage, and stamina efficiency.

NOTE: Does not improve weapons held in your hands.

SOURCE ↗

Melee Weapons

Axes, swords, clubs, spears, and other held melee weapons.

VIEW LEVELS

NO SKILL

  • Slowest attacks, lowest weapon damage, highest stamina cost.

BASIC

  • Faster attacks, more weapon damage, lower stamina cost.

MEDIUM

  • Further improves attack speed, damage, and stamina efficiency.

ADVANCED

  • Best standard melee speed, damage, and stamina efficiency.

NOTE: Does not improve empty-hand damage or throw distance.

SOURCE ↗

Archery

Bow handling and shot stability.

VIEW LEVELS

NO SKILL

  • Slowest equip/reload and the most sway at full draw.

BASIC

  • Faster equip and reload; less full-draw sway; crosshair remains longer.

MEDIUM

  • Further improves handling, reload, sway, and crosshair duration.

ADVANCED

  • Best standard bow handling, reload speed, and full-draw stability.

NOTE: Draw-weight access comes from STR, not Archery.

SOURCE ↗

Rifles

Long guns, shotguns, SMGs, and rifle-class weapon handling.

VIEW LEVELS

NO SKILL

  • Slowest reload/ADS; most recoil, sway, hip spread, and ADS stamina drain.

BASIC

  • Faster reload/chamber/ADS with reduced recoil, sway, spread, and stamina drain.

MEDIUM

  • Stronger improvements to every rifle-handling effect.

ADVANCED

  • Best standard reload, ADS, recoil, sway, spread, and stamina control.

NOTE: Range and wind calculation are controlled by Sniping.

SOURCE ↗

Handgun

Pistol and revolver handling.

VIEW LEVELS

NO SKILL

  • Slowest reload/ADS; most recoil, sway, and hip spread.

BASIC

  • Faster reload/chamber/ADS with reduced recoil, sway, and spread.

MEDIUM

  • Further improves all handgun-handling effects.

ADVANCED

  • Best standard reload, ADS, recoil, sway, and spread control.
CON

ATTRIBUTE

CONSTITUTION

2 SKILLS

Running

Movement speed and acceleration on foot.

VIEW LEVELS

NO SKILL

  • Slowest running speed and acceleration.

BASIC

  • Improved running speed and acceleration.

MEDIUM

  • Further improves running speed and acceleration.

ADVANCED

  • Best standard running speed and acceleration.

Endurance

Total stamina, stamina recovery, and exertion efficiency.

VIEW LEVELS

NO SKILL

  • Smallest stamina pool; stamina recovery is penalized by 10%.

BASIC

  • Larger stamina pool; removes the recovery penalty (0% bonus).

MEDIUM

  • Larger pool; +10% stamina recovery; lower water/calorie use during exertion.

ADVANCED

  • Largest standard pool; +20% stamina recovery; best exertion efficiency.
DEX

ATTRIBUTE

DEXTERITY

6 SKILLS

Thievery

Lockpicking difficulty and attempt time.

VIEW LEVELS

NO SKILL

  • Smallest lock sweet spot and shortest attempt timer.

BASIC

  • Larger sweet spot and more time per attempt.

MEDIUM

  • Further enlarges the sweet spot and attempt timer.

ADVANCED

  • Largest standard sweet spot and longest attempt timer.

NOTE: Lockpick break chance depends on pick type, not skill.

SOURCE ↗

Demolition

Crafting, placing, and defusing explosives and traps.

VIEW LEVELS

NO SKILL

  • Fewest explosive/trap options and shortest defuse window.

BASIC

  • More trap options; roughly 3 seconds for beeper-puppet defusing.

MEDIUM

  • Unlocks C4 crafting; stronger traps; roughly 4-second defuse window.

ADVANCED

  • Best trap quality, damage/radius, and longest standard defuse window (about 5 seconds).

Driving

Starting, shifting, and stalling behavior in cars and trucks.

VIEW LEVELS

NO SKILL

  • Slowest starts and highest chance of stutter, failed shifts, or stalling.

BASIC

  • Faster starts with fewer stutters and stalls.

MEDIUM

  • Further reduces start delay, stutter, and stall chance.

ADVANCED

  • Best standard engine-start and shift reliability.

NOTE: Current testing says it does not change top speed, acceleration, handling, or repair efficiency.

SOURCE ↗

Flying

Aircraft control proficiency.

VIEW LEVELS

NO SKILL

  • Least forgiving aircraft control.

BASIC

  • Basic aircraft proficiency.

MEDIUM

  • More reliable aircraft control.

ADVANCED

  • Best standard aircraft proficiency.

NOTE: The game exposes this skill, but reliable per-tier numbers are not publicly documented.

SOURCE ↗

Throwing

Thrown-item performance.

VIEW LEVELS

NO SKILL

  • Lowest throwing proficiency.

BASIC

  • Improved throwing proficiency.

MEDIUM

  • Further improved throwing proficiency.

ADVANCED

  • Best standard throwing proficiency.

NOTE: Reliable per-tier distance/accuracy numbers are not publicly documented.

SOURCE ↗

Stealth

Movement noise, visibility, and AI detection.

VIEW LEVELS

NO SKILL

  • Loudest movement, highest visibility, and easiest AI detection.

BASIC

  • Quieter movement, lower visibility, and reduced AI detection chance.

MEDIUM

  • Further reduces noise, visibility, and AI detection.

ADVANCED

  • Best standard movement concealment and AI avoidance.

NOTE: Gear still matters; noisy equipment remains noisy, just less so.

SOURCE ↗
INT

ATTRIBUTE

INTELLIGENCE

8 SKILLS

Awareness

Finding loot and detecting concealed players and threats.

VIEW LEVELS

NO SKILL

  • Lowest detection ability and weakest counter to Camouflage.

BASIC

  • Improved detection and target persistence.

MEDIUM

  • Stronger detection and better counter to Camouflage.

ADVANCED

  • Best standard detection and Camouflage counter.

Camouflage

How effectively you disappear into cover while crouched or prone.

VIEW LEVELS

NO SKILL

  • Easiest for players to render and spot in cover.

BASIC

  • Harder to spot while crouched/prone in matching cover.

MEDIUM

  • Stronger concealment against enemy Awareness.

ADVANCED

  • Best standard concealment against enemy Awareness.

NOTE: Cover, posture, movement, and clothing color also matter.

SOURCE ↗

Engineering

Building tiers, locks, ammo, repair, storage, and utility crafting.

VIEW LEVELS

NO SKILL

  • Only no-skill blueprints and basic repair/crafting options.

BASIC

  • Iron locks, improvised wooden chests, basic zappers; repair automatic weapons.

MEDIUM

  • Silver locks, wooden chests, improvised metal detector, medium zappers.

ADVANCED

  • Gold locks, ammunition, improvised metal chests, advanced zappers; brick/concrete wall upgrades.

NOTE: Higher skill also speeds fuel transfer and battery charging actions.

SOURCE ↗

Sniping

Scope range/wind calculation speed and accuracy.

VIEW LEVELS

NO SKILL

  • Slowest and least accurate range calculation.

BASIC

  • Faster, more accurate range calculation.

MEDIUM

  • Further improves calculation speed and accuracy.

ADVANCED

  • Fastest and most accurate standard range calculation.

NOTE: Weapon recoil and sway are mainly handled by weapon skill and STR.

SOURCE ↗

Survival

Basic crafting, recipe access, and Focus-mode compass detail.

VIEW LEVELS

NO SKILL

  • Slowest basic crafting, fewest recipes, no skill-provided compass heading.

BASIC

  • Faster crafting, more recipes, and North shown in Focus mode.

MEDIUM

  • Further crafting/recipe access; N/E/S/W shown in Focus mode.

ADVANCED

  • Fastest standard basic crafting, broadest Survival recipe access, finest compass detail.

Medical

Treatment efficiency and wound stabilization/recovery.

VIEW LEVELS

NO SKILL

  • Most medical supplies required and slowest treatment/stabilization.

BASIC

  • Fewer supplies and faster treatment.

MEDIUM

  • Further reduces supply use and treatment time.

ADVANCED

  • Best standard treatment efficiency; fastest stabilization/recovery, especially with a tourniquet.

Farming

Crop care and successful harvest chance.

VIEW LEVELS

NO SKILL

  • Lowest crop-harvest success chance.

BASIC

  • Improved crop-harvest success chance.

MEDIUM

  • Further improves harvest reliability.

ADVANCED

  • Best standard harvest reliability.

NOTE: Reliable exact percentages are not publicly documented.

SOURCE ↗

Cooking

Recipe access and cooked-food results.

VIEW LEVELS

NO SKILL

  • Fewest recipes and least forgiving cooking results.

BASIC

  • Unlocks more recipes and improves cooking consistency.

MEDIUM

  • Unlocks more complex recipes with better consistency.

ADVANCED

  • Broadest standard recipe access and best cooking consistency.