Build and Kill Zombies Wiki

Progression

Skills & Permanent Upgrades

The skill tree, luck line, and observed upgrade costs.

Updated

In-game skill tree with upgrade nodes and prices
Skill nodes show their effect and cash cost before you buy.

How skills work

Skills are the permanent layer of progress. Unlike parts, they survive every run and are bought once with cash from the SKILLS menu, which sits in the left-side button column next to SHOP, INDEX, SAVES, and SETTINGS.

Each node shows a name, a one-line effect, and a cash price. Buying the node applies its bonus permanently — footage shows both single-step nodes and multi-tier lines such as Luck II and Luck III.

The luck line

Luck nodes are the ones most players buy first, because they feed directly back into the roll stations. Observed entries: Luck II grants +20% Luck for 250, and Luck III grants +25% Luck for 625.

Those numbers are deliberately conservative to buy — cheaper than most support upgrades — which fits the game's loop: better rolls produce better parts, and better parts earn faster. The node confirmations were read from a September 16 session and include their prices on screen.

NodeEffectCost
Luck II+20% Luck250
Luck III+25% Luck625
Unlock Gold RollOpens the Gold Roll line
Gold Roll IGives a random gold item1.20K
More Support IIRaises support slot capacity3.70K

Support and combat nodes

The second branch of the tree feeds the car itself. More Support II (3.70K) continues the support-capacity line, and an Unlock Gold Roll node opens the Gold Roll branch before Gold Roll I (1.20K) — described in-game as "Gives a random gold item".

Gold Roll I is the headline node of the branch: given that gold results are the ones the game celebrates with the Gold Roll popup during normal rolls, this line converts an unreliable event into a purchasable one and is worth planning for once the cheap luck nodes are done.

Reading the tree

Nodes are laid out in a grid/hex style with locked entries greyed out until you can afford or unlock them. Because cash is shared between skills and parts, the practical rule is: buy luck nodes until rolls feel productive, then capacity, then comfort nodes.

A reset function exists in the skills UI in some builds of the screen (a RESET SKILLS label was visible during an early session), which would let players re-spend cash if a branch turns out not to fit their build. Its exact cost and rules have not been captured yet, so this page notes it as unverified.

In-game skill tree node web with Luck, Support and Gold Roll branches
The skill tree is a node web: luck and support branches on the left, the Gold Roll line below.

Planned upgrade order

For a fresh account: cover the basic car first (engine, wheels, seat, fuel), then buy the cheap luck nodes, then More Support once you own two supports worth mounting. Gold Roll I and Fast Reload come after — they multiply an already-working loop rather than fixing a broken one.

If your runs keep ending to a lack of fuel rather than a lack of damage, put the next upgrade into the car instead of the tree; the tree cannot fix a build that does not fit together.

FAQ

Skills & Permanent Upgrades FAQ

What should I buy first in the skill tree?

The cheap luck nodes. Luck II at 250 and Luck III at 625 improve every future roll, which is the highest-leverage purchase available early.

Is Gold Roll I worth 1.20K?

It gives a random gold item per its in-game description, so it converts luck into a guaranteed quality floor. Buy it once your loop is stable and cheaper luck nodes are done.

Can I reset skills?

A RESET SKILLS control appeared in one recorded session but its rules were not captured, so treat resets as unverified until confirmed in-game.