Let me introduce one of 7daystodie.jp’s original “WRT” MODs: Action Skills (WRT Action Skills). This is a MOD that adds a usage-based mastery system in which weapons, tools, thrown items, drone/robotics gear, and consumables “get stronger the more you use them.”
The key point is that, on a separate axis from your character’s level, each individual item builds up its own independent mastery level (1–100). Even with the same type of axe, the one you keep swinging will steadily become an extension of your own hand.
What kind of MOD is this?
- Simply using a supported piece of gear or consumable repeatedly raises that item’s own mastery level. No special actions required.
- You can always check the current level / experience / experience needed for the next level of the item in your hands on the HUD at the left of the screen.
- A mastery category is added to the skill screen, where each item is listed on a Lv.N row.
- High-quality gear is “unrefined” while you’re still getting used to it, wearing down quickly, and smoothly shifts toward “mastered” bonuses the more you use it (more on this below).
- Using cooked food, drinks, and medical items builds up mastery and, as a level-up reward, grants you a journal.
- You can review how to grow your skills and how the system works via the in-game guide (
ESC→ Skills → Books → WRT category).
18 Mastery Categories
Supported items are divided into 18 categories, and within each, mastery grows on a per-item basis.
| Category | Main items |
|---|---|
| Harvesting Tools | Stone Axe, Iron Axe, Steel Axe, Pickaxe, Shovel, Chainsaw, Auger, etc. |
| Repair Tools | Claw Hammer, Nail Gun |
| Salvage Tools | Wrench, Ratchet, Impact Driver |
| Blades | Bone Knife, Hunting Knife, Machete, etc. |
| Clubs | Wooden Club, Bat, Steel Club, etc. |
| Hammers | Stone / Iron / Steel Sledgehammer |
| Spears | Stone / Iron / Steel Spear |
| Knuckles | Leather / Iron / Steel Knuckles |
| Handguns | Pipe Pistol, Pistol, .44 Magnum, Desert Vulture |
| Shotguns | Pipe, Double Barrel, Pump, Auto |
| Rifles | Pipe, Hunting, Lever Action, Sniper |
| Machine Guns | Pipe MG, AK47, Tactical AR, SMG5, M60 |
| Bows | Primitive Bow, Wooden Bow, various Crossbows, Compound Bow |
| Robotics | Pipe / Stun Baton, Junk Sledge, Junk Turret, Junk Drone |
| Explosives | Dynamite, various Grenades, Molotov, Pipe Bomb, Timed Charge |
| Other | Torch, Flashlight |
| Food & Drink Journal | Consuming your own homemade food and drinks |
| Medical Journal | Bandages, First Aid Kits, medicine, splints, etc. |
How to Grow Your Mastery
Experience builds up through actions that use the item—attacking, harvesting, breaking/repairing/upgrading blocks, salvaging, and consuming—and once it reaches a certain amount, the item’s mastery rises by one level.
- The experience required increases little by little as the level goes up.
- If it’s a piece of gear you rely on as your mainstay, you can reach Lv100 over long-term play. The max level is a “goal for dedicated players.”
- Minor level-up notifications are kept low-key (important transitions are still made clear via notifications).
Checking on screen
- Left HUD “Held Item / Gear”: Always displays the current level / experience / experience needed for the next level of the item in your hands.
- Skill screen: A mastery category is added, and each item is listed on a
Lv.Nrow.
From “Unrefined” to “Mastered” — Higher Quality Means Greater Room to Grow
This is the core mechanic of this MOD. The higher an item’s quality, the harder it is to handle at first, dropping its performance and wearing down faster = unrefined. As you use the same item and raise its mastery level, the penalty smoothly flips into a bonus.
- Low level = unrefined: Performance drops and durability wears down faster (it breaks sooner).
- High level = mastered: Block/entity damage and durability consumption improve, turning into bonuses.
- All quality tiers are covered. The higher the quality, the wider the swing (risk & reward) (Quality 6 is the maximum).
Rough guide by quality (per item, Lv1 = unrefined end → Lv100 = mastered end):
| Quality | Durability wear Lv1 → Lv100 | Block / Entity Lv1 → Lv100 |
|---|---|---|
| Quality 1–3 | +10% → −5% | −2% / −1% → +4% / +2% |
| Quality 4–5 | +30% → −10% | −6% / −3% → +7% / +3.5% |
| Quality 6 | +60% → −15% | −10% / −5% → +10% / +5% |
Key points:
- This is a penalty where “wear speeds up,” not “attack power drops.” The maximum durability itself isn’t permanently reduced—using the item works it off, and it eventually turns into a bonus.
- A Quality 6 item you just picked up may be a tough partner at first, but grow it all the way and it becomes your strongest weapon.
- This doesn’t apply to vanilla (standard) items. It targets WRT’s added-quality items.
Some Subtle Differences in “How Things Grow”
- Chainsaw / Auger: These use a growth pace for powered tools and are tracked separately from manual tools.
- Robotics: Using the Pipe / Stun Baton, Junk Sledge / Turret / Drone counts toward “Robotics” mastery.
- Consumables: Homemade food, drinks, and medical items each have their own mastery line, and leveling up earns you a journal.
In-Game Guide
You can also review how the system works via the guidebooks (the “Mastery” series) under ESC → Skills → Books → WRT category.
- Mastery: How to Grow It … Growing through use, where to check, and special growth paths.
- Mastery: Quality and Proficiency … How the unrefined penalty → mastered bonus works, and the swing for each quality tier.
Summary
“WRT Action Skills” is a MOD that adds the joy of “raising” your favorite weapon to 7 Days to Die. Rather than instantly mastering a high-quality piece of gear you’ve picked up, you use it, work it into your hands—come savor that kind of bond with a trusted partner.
You can experience this MOD on the 7daystodie.jp official servers. We also post update information on our other original WRT MODs from time to time in the “Original MOD” category.