How to Level Up Electrical Skill in Project Zomboid (Build 42.19)
Build 42.19 · Electrical I–V skill books · Dismantle, craft, generator repair · Hotwire needs Electricity 1 + Mechanics 2
Electrical (the Electricity skill) pays for hotwiring, generator knowledge and repair, makeshift radios, improvised lighting, and several bomb-related electronics recipes. You do not need high Electrical on every character, but the early grind is short if you loot residential trash and scrap the right items instead of hunting pure components.
Fast leveling plan
- Optional at character creation: pick Electrician (−2 points) for Electricity 5 and +125% XP, or Engineer (−4) for Electricity 1, +75% XP, and free generator/bomb recipes.
- Loot a screwdriver first. Almost every dismantle path keeps the screwdriver and destroys the electronic item.
- Read Electrical I before bulk dismantling so levels 1–2 run under the ×3 book multiplier (higher volumes scale further).
- Early grind: dismantle cameras, digital watches, flashlights, handheld gadgets, CD players, remotes, speakers, and home alarms from houses and zombies.
- Higher yield: dismantle TVs, radios, walkie-talkies, and ham radios for 10 base Electricity XP each; scrap electric furniture and appliances for 5 / 10 / 15 XP by size.
- Turn scrap into more XP: repair damaged generators with Electronics Scrap (5 XP per scrap) and craft learned improvised lights / makeshift radios when materials allow.
- Hotwire target: Electricity 1 + Mechanics 2 (or the Burglar trait) unlocks the hotwire action—see the vehicle section below.
Occupation and trait shortcuts
| Option | Point cost | Electricity effect (B42.19) |
|---|---|---|
| Electrician | −2 | Starts at Electricity 5; XP boost shows as +125%. Grants Generator knowledge plus remote controllers/triggers, timer, makeshift radios, improvised flashlight/lantern/lighter, and more. |
| Engineer | −4 | Starts at Electricity 1 with +75% XP (also Carpentry 1 and Masonry 1). Grants Generator knowledge, improvised lights, and several bomb / gas-mask recipes. |
- On the creation screen, “+75% / +100% / +125%” are the XP boost labels for starting skill tiers—Electrician’s Electricity 5 and Engineer’s Electricity 1 match those percentages.
- Starting level and book multipliers stack: occupation boost raises the base XP you earn; skill books multiply XP inside their trained band after you finish reading.
- Occupation overview: best occupations and traits.
Where Electricity XP comes from
| Action | Base Electricity XP | Tool / notes |
|---|---|---|
| Dismantle small electronics (cameras, digital watches, flashlights, misc gadgets) | 2 | Screwdriver (kept). Typical loot: cameras, digital watches, flashlights, cordless phones, earbuds, headphones, game consoles, hair dryers, calculators. |
| Dismantle CD Player, Home Alarm, TV Remote, or Speaker | 2 | Screwdriver. Also returns extra scrap products (for example Speaker → Amplifier; Home Alarm → Motion Sensor; Remote → Receiver). |
| Dismantle Power Bar | 1 | Screwdriver or sharp knife; drops Electrical Wire. |
| Dismantle TV, radio, walkie-talkie, or ham radio | 10 | Screwdriver. Includes makeshift radio variants after you craft them. |
| Scrap electric furniture / appliances on the map | 5 small / 10 medium / 15 large | Screwdriver via the moveables scrap path. Electrical still grants XP from this path even when other skills stop earning dismantle XP at higher levels. |
| Repair generator with Electronics Scrap | 5 per scrap | Restores condition by about 4 + half your Electricity level (rounded down). Need Generator knowledge first. |
| Craft Improvised Flashlight or Lantern | 10 each | Requires Electricity 1 (or auto-learn at 3) plus magazine/profession unlock. |
| Craft Improvised Battery Lighter | 5 | Wire + battery + tape; auto-learns at Electricity 5 if not already known. |
| Craft Makeshift Radio / Walkie-Talkie / HAM Radio | 10 / 20 / 30 | Needs Radio magazine recipes (or Electrician profession for all three). Skill gates at Electricity 1 / 2 / 3. |
What you can actually dismantle
Inventory dismantle recipes require a non-broken screwdriver and destroy the electronic target. Items such as Amplifier, Motion Sensor, Electrical Wire, Aluminum, Light Bulb, Radio Receiver / Transmitter, or Battery are mainly craft ingredients or outputs from other dismantles—not a second independent “dismantle everything” checklist.
Small handheld targets (2 XP)
| Category | Examples (display names) |
|---|---|
| Cameras | Camera, Disposable Camera, Expensive Camera |
| Digital watches | Digital Watch variants (lootable from zombies and homes) |
| Flashlights | Flashlight, Heavy-Duty Flashlight, headlamps, pen light, gun light |
| Misc electronics | Cordless Phone, Earbuds, Headphones, Handheld Game Console, Pager, Calculator, Hair Dryer, Hair Iron, Bullhorn, Microphone, Electric Sheep Shears |
| Named household set | CD Player, Home Alarm, TV Remote, Speaker |
Radios and TVs (10 XP)
- Antique / ValuTech / Premium Technologies televisions
- ValuTech and Premium Technologies radios
- Walkie-talkies (Toys-R-Mine through US Army) and ham radios (Premium Technologies / US Army)
- Makeshift radio, walkie-talkie, and ham radio after you craft them
Read Electrical I–V (skill books only)
Display names are the Electrical I–V series. These are the items that apply XP multipliers. Recipe magazines do not.
| Book | Levels trained | Pages | Max XP multiplier |
|---|---|---|---|
| Electrical I — “Basic Electronics” | 1–2 | 220 | ×3 |
| Electrical II — “Kentucky AV Guide '93” | 3–4 | 260 | ×5 |
| Electrical III — “Practical Wiring Guide” | 5–6 | 300 | ×8 |
| Electrical IV — “Telecommunications in the 20th Century” | 7–8 | 340 | ×12 |
| Electrical V — “Understanding Integrated Controls for Electronic Systems” | 9–10 | 380 | ×16 |
- Book multipliers for Electrical are ×3 / ×5 / ×8 / ×12 / ×16 across volumes I–V.
- Finish the book that matches your current band before bulk grinding that band; switch volumes when you cross 3, 5, 7, and 9.
- Book hunting: where to find skill books in B42.
Recipe magazines (unlock only, no XP multiplier)
Magazines teach recipes. They never replace skill books. Titles below are the current English display names.
| Magazine (display name) | Unlocks |
|---|---|
| Magazine: Zapper! (Electronics Mag 1) | Make Remote Controller V1–V3; Make Remote Trigger; Add Crafted Trigger to bomb |
| Magazine: Like Clockwork (Electronics Mag 2) | Make Timer; Add Timer to bomb |
| Magazine: Home Security Monthly (Electronics Mag 3) | Add Motion Sensor V1–V3 to bomb |
| Magazine: How to Use Generators (Electronics Mag 4) | Generator knowledge (connect / use generators) |
| Magazine: Sparky's Lighting Guide (Electronics Mag 5) | Improvised Flashlight; Improvised Lantern |
| Magazine: Real Spy Secrets - June 1993 (Engineer Mag 1) | Noise Maker; Firecracker |
| Magazine: The Cheapskate's John Spiral - Chemical Warfare (Engineer Mag 2) | Smoke Bomb; crafted gas-mask filter / mask / recharge recipes |
| Magazine: The Cheapskate's John Spiral - Homemade Explosives (Engineer Mag 3) | Aerosol Bomb; Flame Bomb; Pipe Bomb |
| Magazine: Guerilla Radio - June 1993 (Radio Mag 1) | Craft Makeshift Radio |
| Magazine: Sparky's Radio Guide (Radio Mag 2) | Craft Makeshift Walkie Talkie |
| Magazine: Guerilla Radio - May 1993 (Radio Mag 3) | Craft Makeshift HAM Radio |
Generators: knowledge, repair XP, and scrap
- Learn Generator knowledge from Electrician / Engineer professions or How to Use Generators (Electronics Mag 4).
- Each Electronics Scrap repair awards 5 Electricity XP and restores condition by about 4 + half your Electricity level (rounded down).
- Dismantling small devices feeds you scrap; spending that scrap on a damaged generator is one of the cleanest mid-game XP loops once power matters.
- Placement, range, and exhaust rules: find, use, and repair generators.
Hotwire vs “level Electrical with Burglar”
| Requirement | Build 42.19 rule |
|---|---|
| Hotwire menu (driver seat, no keys) | Electricity ≥ 1 and Mechanics ≥ 2, or the Burglar trait / occupation package that grants that trait |
| Success chance / speed | Hotwire action uses your Electricity level; higher Electrical shortens the timed action |
| Secondary character “trick” | Hotwiring on a Burglar alt only moves that vehicle for that character. It does not grant Electrical XP or skill levels to your main survivor. |
If you only need transportation, Burglar is a valid character build choice. If you need Electrical for generators and crafting, dismantle and read books on the character who will keep those skills. Practical vehicle steps: vehicle hotwiring guide and vehicle survival guide.
Efficient loot loops
- Zombies: digital watches and other small electronics drop often enough to fuel early 2-XP dismantles.
- Houses: remotes, CD players, speakers, home alarms, cordless phones, flashlights, TVs, and radios in living rooms and bedrooms.
- Electronics / office / warehouse buildings: more radios, power bars, and electric furniture for the moveables scrap path.
- Keep scrap sorted: Electronics Scrap for generators and crafts; Amplifiers, Receivers, Transmitters, Wire, and bulbs for radio and lighting recipes—not for a second dismantle pass.
Summary checklist
- Screwdriver ready; never grind without the matching Electrical book for your band.
- Dismantle small devices and named CD/remote/speaker/alarm items for 2 XP; radios and TVs for 10 XP.
- Scrap electric map objects for 5 / 10 / 15 XP (Electrical keeps earning from this path at higher levels).
- Spend Electronics Scrap on generator repairs for 5 XP each after you know Generator use.
- Craft improvised lights and makeshift radios for large single-craft awards once magazines or professions unlock them.
- Treat magazines as recipe unlocks only; treat skill books as XP multipliers.
- Hotwire needs Electricity 1 + Mechanics 2 (or Burglar)—do not confuse that unlock with a leveling method.