Character Skills

Introduction



Frostpunk is a city-building survival game without traditional RPG characters or skill trees. However, you act as the Leader (Captain, Engineer, Steward, etc.) of a struggling settlement. Your "skills" are the Laws, Technologies, and Special Actions you command. This guide covers every playable role, all unlockable abilities, their effects, synergies, and optimal usage. While Frostpunk has no cooldowns in the conventional sense, research times, hope/discontent costs, and resource demands serve as limitations.

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Playable Characters / Roles



Frostpunk features one main playable role per scenario, with distinct titles but identical core mechanics:

ScenarioLeader TitleUnique Starting Conditions
A New HomeThe CaptainStandard start, no special bonuses
The ArksThe EngineerStarts with an Automaton blueprint
The RefugeesThe LeaderHigher initial population, more sick
The Fall of WinterhomeThe CommanderRuined city with limited resources
The Last AutumnThe Chief EngineerPre-winter setting, new building types
On the EdgeThe StewardNo Generator; rely on outposts
Important: No role has exclusive skills; the differences are cosmetic and scenario-specific starting conditions. All skills described below are available to every leader through research and signing laws.

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Skills, Abilities & Special Moves



1. Book of Laws (Social Skills)



The Book of Laws is your primary "skill tree". Laws are permanent societal changes that consume time (to sign) and affect Hope and Discontent. They have no cooldown but cannot be reversed.

#### Adaptation Tree (Survival Focus)
LawEffectCostSynergies / UpgradesWhen to Use
Emergency ShiftForce workers to work 24h; +15 Discontent0 ResourcesExtended Shift upgrade allows using repeatedly; Combine with Fighting Pits to offset discontentEarly game for coal/wood rush; avoid repeated use without discontent management
Extended ShiftWorkers work 14h/day (normally 10h)-+40% production; synergizes with Shrines and Boiler upgradesUse after stable food/heat; best with Automatons for 24h
Child LabourChildren work (all or safe jobs)0 Hope, + DiscontentSafe Jobs (Medical) is less harsh; combo with Medical Facilities for free healersCritical for early workforce shortage; Safe Jobs is safer long-term
Sustain LifeReduce amputations from frostbite--Use before first severe cold snap
Food AdditivesMakes food from sawdust (discontent + hope -)--Emergency food; never use if you have reliable supply
SoupReduce food consumption per mealMinimal discontent-Start of game; great for reducing food demand
Mooring (only in The Last Autumn)Allows building Generator on the sea--Scenario-specific
#### Order Tree (Discipline & Control)
LawEffectCostUpgrades / CombosWhen to Use
Shift Guards+Hope, -Discontent from workplace50 WoodRoundupNew Order (total control)If discontent is high; foundation for Order path
Propaganda CentrePassive hope generation50 Wood, 20 SteelUpgrades to Foreman (boost productivity) + PatrolMid-game hope stabilizer; patrol combats low hope
Morning GatheringDaily hope boost--Use after Propaganda Centre
Fighting PitsPassive discontent reduction10 Wood-Essential if you spam Emergency Shifts
House of PleasureReduces discontent from illness50 Steel-Late-game when healing is slow
PrisonManage hope through fear50 Wood, 20 SteelNew Order as final lawHarsh but effective in crises
New Order (Ultimate)Extreme control, large hope boost500 Wood, 200 SteelReplaces Faith ending; -all discontent instantlyFinal law when hope is critical
#### Faith Tree (Spiritual & Community)
LawEffectCostUpgrades / CombosWhen to Use
ShrinesSmall production boost near workplaces20 WoodHouse of PrayerTemples (area boost)Early game production; stack with Field Kitchens
House of PrayerMedium hope boost30 Wood, 10 SteelUpgrade to Faith Keepers (hope patrol)Mid-game; Faith Keepers are portable hope sources
Evening PrayersDaily hope gain--Stable hope generation
Faith KeepersFree hope boost on cooldown-like timer30 Wood-Best hope tool; use when hope drops below 50%
ReliquaryHope generation from relics (exploration)50 Wood, 20 Steel-After scouts bring relics; passive hope
TemplesLarge area hope boost + discontent reduction100 Wood, 50 Steel-Late-game replacement for House of Prayer
New Faith (Ultimate)Massive hope, eliminates discontent500 Wood, 200 SteelReplaces New OrderFinal law when hope is dangerously low
Recommended Builds:
  • Hard-Start Adaptation: Emergency Shift + Extended Shift + Child Labour (Safe) → Then Order Path for control.

  • Faith-Based Hope: Shrines → House of Prayer → Faith Keepers → New Faith. Great for Refugees scenario.

  • Order for Productivity: Shift Guards → Propaganda Centre → Fighting Pits → New Order. Ideal for A New Home.


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2. Research Tree (Technological Skills)



Technology is researched at the Workshop (and later Engineering Hub). Each tech tree functions as a passive skill upgrade. Key categories:

#### Heating Technologies
TechEffectResearch TimePrerequisitesCombos
HeaterHeats workplaces up to -30°C1 nightGenerator upgrade 1Essential for mid-game work
Infrastructure Tower (Generator Power Upgrade)+10 Heat range1 day-Stack with Steam Hub
Steam HubExpand heat network1 nightGenerator Power 2Combine with Overcharge for efficiency
House HeaterHeaters for homes1 dayHeaterKeeps homes warm; use before severe cold
#### Resource Technologies
TechEffectResearch TimePrerequisitesWhen to Use
Coal ThumperConverts wood/steel to coal1 nightTier 2Early coal shortage; pair with Gathering Post
Wall DrillInfinite wood supply1 nightTier 1As soon as wood piles run low
SteelworksInfinite steel1 nightTier 1After wood supply is stable
Advanced Coal MineMore coal per worker1 nightTier 2High coal demand for Automatons
#### Exploration & Automation
TechEffectResearch TimePrerequisitesSpecial Ability
BeaconUnlocks scouts for exploration1 nightTier 1Send scouts to find survivors/resources; no cooldown but travel time
AutomatonUnlocks auto-work buildings1 dayTier 2Automatons work 24h, unaffected by cold; but cost resources and need repair
Radar StationFaster exploration1 nightTier 3Use when many sites remain
Skill Upgrades for Automatons:
  • Automaton Integration – Reduces repair cost.

  • Automaton Efficiency – Increases work speed by 10%.

  • Automaton Overdrive – Prevents damage in extreme cold (combines with Generator Overdrive).


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3. Special Actions (Command Abilities)



These are immediate commands with no research required, but often have trade-offs.

ActionHow to UseEffectCooldown / CostBest Used
Emergency ShiftClick on workplace → Emergency ShiftWorkers work 24h; +15 Discontent per useNo cooldown, but cannot be repeated on same workers for 24hFirst night to gather coal/wood
Extended ShiftLaw required; toggle on workplaceWork 14h/dayPermanent lawUse on coal mines/thumpers for efficiency
Child LabourSign law → assign childrenChildren workPermanentEarly game only; replace with schools later
Generator OverdriveClick on Generator UI+1 Heat level for 24h; chance of explosion24h cooldown (cannot use if broken); costs steam core if availableUse before severe temperature drop (⚡ overdrive temp)
RationsClick on Cookhouse → ration typeAdjust food consumption (Standard/Meager/Generous)Instant, no costMeager reduces hope; Generous boosts hope but consumes more food
DecorationBuild near GeneratorSmall hope boostRequires resources (e.g., Garden, Mourning Square)When hope is slightly low
Hunters' HutsBuild and assign huntersFood from huntingNo active ability; passiveAlways; hunters are best food source before hothouses
Combo: Emergency Shift + Fighting Pits + Soup = early resource push without revolt.

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4. Scout Skills (Exploration Characters)



Scouts have no individual skills, but their actions are crucial:
  • Explore – Send scouts to find survivors, resources, or relics.

  • Send to Location – Choose destination; no cooldown, but travel time varies.

  • Return – Can manually bring back resources.

  • No combat – Scouts cannot fight; avoid hostile events (rare).


Upgrades: Research Radar Station (faster travel) and Sign Language (survivor recruitment bonus).

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5. Automaton Skills (Robotic Workers)



Automatons are powerful but expensive. Their inherent "skills":
SkillEffectCooldown / Cost
24/7 Work CycleWorks non-stop, unaffected by temperaturePassive
Self-Repair (Passive)Slowly heals over time in non-hostile coldNone
Manual RepairRequires engineers to fix; costs resourcesInstant, but engineers are occupied
Specialization (Upgrade)Boost efficiency in specific building type (e.g., Coal Mine)Researchable at Engineering Hub
Build Recommendation: Automatons excel in coal mines and steelworks. Use them to free up workforce for other tasks. Never use them for medical posts (waste of efficiency).

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Synergies & Combos



1. Emergency Shift + Fighting Pits + Soup – Rapid resource build without total rebelion.
2. Faith Keepers + House of Prayer + Shrines – Hopeful stability; ideal for Refugees.
3. Order Path + Propaganda Centre + Prison – Control high-discontent scenarios.
4. Automaton + Overdrive Generator – Maximize heat during extreme cold; automatons don't complain.
5. Advanced Coal Mine + Coal Thumper + Gathering Posts – Overwhelming coal production.

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When to Use Each Skill



  • Early Game (Days 1-5): Sign Soup, Emergency Shift, Child Labour (Safe). Research Beacon and Wall Drill.

  • Mid Game (Days 6-15): Research Heater, Steam Hub, Automaton. Sign laws for hope (Faith/Order).

  • Late Game (Days 16+): Use New Order or New Faith for massive hope. Research Generator Overdrive upgrades. Deploy multiple automatons.

  • Crisis Situations: Emergency Shift for coal, Overdrive Generator for heat, Rations to Generous if hope is critical.


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    Recommended Builds for Each Scenario



  • A New Home: Adaptation → Order Path (New Order). Tech: Coal Thumper, Automaton, Generator upgrades.

  • The Arks: Faith Path (automaton worship). Research Automaton early, then faith for hope.

  • The Refugees: Faith Path exclusively. Use Shrines, Faith Keepers. Avoid Order laws (discontent spikes).

  • Fall of Winterhome: Rush Beacon (scouts for resources), then Order for control. Use Emergency Shift liberally.

  • The Last Autumn: Focus on Worker/Engineer laws (special). Research Generator parts quickly.

  • On the Edge: No Generator; rely on outpost hubs. Research Frostland Outpost and trade techs.


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    Platform-Specific Notes



  • PC (Steam/GOG): All skills as described. Use keyboard shortcuts (E for Emergency Shift, O for Overdrive). No mobile version.

  • Console (Xbox/PS): Same mechanics; use radial menus for laws/techs. No difference in skills.


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This guide covers all playable roles and every skill-like ability in Frostpunk. Remember: flexibility is key. Adapt your law/tech choices to the specific crisis at hand. Good luck, Captain!