How fast skills advance
One learning multiplier per skill — 21 values, all following the same rule.
What does this setting do?
Each of the 21 skills has its own multiplier on learning progress. 1.0 is the game default, 2.0 makes the skill advance twice as fast, 0 freezes it completely — that character never gains progress there again.
The multiplier affects the gain, not the threshold: the tiers stay where they are, they are simply reached sooner or later. Note that skills in SCUM also decay when unused for a long time. A high multiplier softens that, because practice catches up faster than forgetting erodes.
For server balance it pays not to treat all values alike. Skills that only advance through dull repetition feel far better with a higher multiplier, while combat skills should stay at default — they decide the balance of power between players.
All values at a glance
| Skill | Learning multiplier |
|---|---|
| Archery | 1 |
| Aviation | 1 |
| Awareness | 1 |
| Brawling | 1 |
| Camouflage | 1 |
| Cooking | 1 |
| Demolition | 1 |
| Driving | 1 |
| Endurance | 1 |
| Engineering | 1 |
| Farming | 1 |
| Handguns | 1 |
| Medical | 1 |
| Melee weapons | 1 |
| Motorcycle | 1 |
| Rifles | 1 |
| Running | 1 |
| Sniping | 1 |
| Stealth | 1 |
| Survival | 1 |
| Thievery | 1 |
Which value suits my server?
1.5 to 3.0 across the board. The appeal is building up, not waiting.
Combat skills at 1.0, everyday skills such as cooking, farming or engineering higher.
1.0 or below. Every tier should be earned.
What to watch out for
At 0 the skill never advances again — not even for players who had already gathered progress. To merely slow a skill down, use 0.1 instead of 0.
With very high multipliers players reach in days what otherwise takes weeks. Many then run out of goals — the most common reason players leave a freshly started server after two weeks.