Survivor Traits & Perks

Complete DIVE or DIE innate traits list and building perks — Adrenaline Rush, Unnatural Regeneration, Dark Arts, Ritual Practice, and more.

Trait System Overview

Survivors carry three trait layers: innate traits (cannot be chosen on level-up), building perks (active while assigned), and diving traits selected as they level. Passion traits grant +100% experience in a matching building — Passion: Liturgy for the Altar, Passion: Machines for the Workshop.

Specialize early. A primary diver wants Apnea, Raw Strength, and weapon handling. Camp staff want the perk that matches their building. After Patch #1, Dark Arts IV soft-locks on dive return should be cleared — still keep Infirmary staffing changes cautious until your client is on build 1.0.4.857.

Innate Positive Traits (Green)

  • Adrenaline Rush — +15% swim speed under 25% Health and under 25% Sanity.
  • Blessed Blood — Sanity leeches die soon after latching; +30% Worship when sacrificed (often tied to Red Moon / blood moon outcomes).
  • Calm — Low camp Morale does not damage Sanity.
  • Healthy — Low camp Nutrition does not damage Health.
  • Iron Lungs — Dashing does not cost extra oxygen.
  • Keen-eyed — Chance to find extra resources others miss.
  • Serene — −50% oxygen consumption while idling.
  • Vigilant — +50% chance to prevent a survivor from going missing.
  • Dextrous (rare) — tool cooldown reduced by 1 second; community tests say this also speeds Diving Knife and guns.
  • Tentacles (mutation) — faster Diving Knife and Needle Gun attacks.

Innate Neutral Traits (Yellow)

  • Coward — +15% dash speed; slowly loses Sanity near enemies.
  • Hypochondriac — 10% of Health damage also hits Sanity while diving; Healing Balms restore double Health.
  • Masochistic — +30% Health damage taken; 10% of lost Health returns as Sanity.
  • Obsessive — −30% carry capacity; identical held items weigh −10% each stack.
  • Tenacious — Can exceed carry capacity by 15% at −50% swim speed.
  • Unnatural Regeneration — Full Health after each dive; −50% total Health. Excellent primary-diver pick.
  • Finned Hands (event / special fish) — +20% swim speed; tool cooldown +1 second.
  • Amphibious Lungs (event / special fish) — +50% oxygen capacity; lose Health and Sanity on days you do not dive.

Innate Negative Traits (Red)

  • Anemic — −30% Health.
  • Anxious — Double damage from low Nutrition and Morale.
  • Complacent — Becomes fatigued immediately when changing occupations.
  • Compulsive Eater — 50% chance to consume double food upkeep.
  • Distracted — 15% chance a resource is not visible.
  • Edgy — +50% chance to consume double Morale upkeep.
  • Nyctophobic — Slowly loses Sanity underwater without the lantern.
  • Short-sighted — Greatly reduces underwater vision radius. Reject for divers.
  • Unstable — May hurt themselves or other survivors while not diving.

Blessed Host at the Lighthouse reduces how often negative traits slip into your roster. Otherwise reject Compulsive Eater and Edgy unless the recruit is sacrificial fodder.

Key Building Perks

Ritual Practice (Memorial) — bonus Nutrition and Morale from Tributes. Navigation (Lighthouse) — Expedition success. Blessed Host (Lighthouse) — cleaner recruits. Bookkeeping (Town Hall) — higher Nutrition/Morale caps. Erudition (Library) — settlement-wide experience. Medicine (Infirmary) — faster recovery. Dark Arts (Altar) — stronger Idol benefits; Tier 3 unlocks Devotion. Fishing / Blessed Netter (Fishing Hut) — passive food and net efficiency. Quartermaster (Diving Deck) — dive-stat bonuses. Mechanics (Workshop) — crafting throughput.

Frequently Asked Questions

What is the best diver trait?
Unnatural Regeneration for sustained diving, combined with Apnea and Raw Strength for oxygen and weight.
Can innate traits be chosen on level-up?
No. Innate traits arrive with the survivor. Level-ups grant separate diving and building traits.
Which negatives should I always reject?
Compulsive Eater and Edgy drain upkeep hardest. Unstable is dangerous in a crowded camp.