7 Days to Die Perk Planner
Plan your 7 Days to Die perk build. Every perk across Perception, Strength, Fortitude, Agility, and Intellect — 50 perks, 5 ranks each, 250 rank entries. Attribute-level gating enforced. Live skill-point budget. Update 2.0 Storm's Brewing data. Saves to your browser.
Plan your 7 Days to Die build, skill point by skill point
Update 2.0 "Storm's Brewing" reworked the 7 Days to Die perk system — Mastery capstones added to every attribute, some utility perks (Lucky Looter, Lock Picking, Heavy Armor, Master Chef, Living Off the Land) moved to a general tab, and new combat/speed perks added across every tree. Planning a build without a tool is miserable when every attribute-level change invalidates the perks you'd already planned.
This planner covers the current 1.x / 2.x stable data: 5 attribute trees (Perception, Strength, Fortitude, Agility, Intellect) × 10 perks each × 5 ranks = 250 rank entries. Click to buy ranks, click again to refund. Click the perk name to expand all 5 rank effects with their attribute-level gates. Attribute levels use a 1-10 button row with sensible level-up caps — raise an attribute and you unlock higher ranks of its perks automatically.
The budget tracker shows your total skill points (1 per player level), how many you've spent on attributes (1 point per level above 1), how many on perks (1 point per rank), and how many are remaining. The bar turns red if you go over budget. Exports as copy-pastable text so you can share a build in Discord or save it alongside your save file.
Progress saves to localStorage — come back after playing a few hours and your planned build is still there. If you drop attribute levels after spending on high-rank perks, the planner auto-downgrades perks that would no longer be buyable — no orphan ranks sitting over their attribute requirement.
Pairs with XGamingServer's 7 Days to Die hosting — your planned build works on any vanilla server. Modded servers (Darkness Falls, Undead Legacy, War of the Walkers) add extra perks that aren't in the vanilla data here; combine the core build with your mod's custom perks separately.
7 Days to Die Perk Planner — FAQ
How many skill points do I get per level in 7 Days to Die?
1 skill point per player level. So at level 50 you have 50 points to spend across attributes (each level past 1 costs 1 pt) + perks (each rank costs 1 pt). High-level builds at 150+ are common for endgame where you want multiple maxed trees.
What changed in Update 2.0's perk system?
Storm's Brewing rebalanced the trees — added Mastery capstone perks on every attribute (gated at levels 6-10), introduced new combat perks (Grand Slam, Whirlwind, Calculated Attack, Lightning Hands, Siphoning Strikes), added speed/spear perks (Quick and Perceptive, Hard Target), and MOVED several utility perks to a new General tab (Lucky Looter, Lock Picking, Heavy Armor, Medium Armor, Master Chef, Living Off the Land) — these no longer cost attribute points to unlock.
What's the best starting build for a new playthrough?
Pack Mule (Strength 1) + Miner 69'er (Strength 2) + Healing Factor (Fortitude 1) + Lucky Looter (General tab) gives early-game carry weight + mining speed + HP regen. Add Dead Eye or Pummel Pete as your combat perk based on weapon preference. Avoid Mastery perks until late — they need attribute level 6+ to even unlock.
Do perk ranks scale linearly?
Most do — rank 2 is typically +10% over rank 1's +10% (so rank 2 = 20% total). Some utility perks (Pack Mule, Better Barter) have non-linear scaling. The expanded rank view on each perk card shows the exact effect per rank with the attribute level gate — compare carefully before dumping points into rank 4-5 of anything.
Can I respec in 7 Days to Die?
Yes — brew a Grandpa's Forgetting Elixir at the Chemistry Station (or loot one) and drink it to refund all spent perk points. Attribute levels aren't refundable without the elixir though. Plan this tool around your PLANNED build, not your current one — saves elixir.
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