Tag: Visual edit |
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| Can reclaim buildings with zombies on them.<br> |
| Can reclaim buildings with zombies on them.<br> |
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''(Note: This does not allow the builder to ignore Zombie Mobs or Massed Zombies. Those problems must be cleared out of the way, first. Nor can the builder reclaim an unscouted tile.)'' |
''(Note: This does not allow the builder to ignore Zombie Mobs or Massed Zombies. Those problems must be cleared out of the way, first. Nor can the builder reclaim an unscouted tile.)'' |
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+ | |'''Friendly''' |
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+ | |Makes friends faster, more happiness from friends. |
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| '''Half Rations''' |
| '''Half Rations''' |
Revision as of 21:17, 25 January 2018
Each survivor can gain up to 3 perks by training skills (at levels 4, 7, and 10 I believe, after you talk to them and learn more of their backstory), and more through other means. Some survivors arrive already with perks (note however that none of them arrive with their "training" perks already taken, you can always "talk" to them 3 times, each time gaining a perk). Some perks are given by random events (permanently, in most cases, or, in rarer cases such as becoming an addict or a cultist, until countered) or provided by items (for as long as those items remain equipped). Perks provide various bonuses (and sometimes penalties), such as additional skill points or increased effectiveness with certain missions. The main leader has a special perk chosen at the start of the game which affects the entire fort, does not gain perks from training, but is (or at least was in earlier versions) still eligible for all event-based perks (doesn't seem to work for me lately, need confirmation).
There does not seem to be a limit to the number of perks any survivor can have.
Main Leader Perks
College Student | +science, schools and bars are 25% more effective |
Construction Worker | +building, -50% material costs for building |
Doctor | +science and -1 day injury recovery time (Note: it is used in a number of events either enabling more options, or outright changing the outcome) |
Gang Member | +2 Defense, no happiness loss from death or injury |
Hobo | +2 Scavenging, +5 housing space |
Police Officer | +2 Defense and +1 bonus on firearms for all survivors (eg: +3 Shotgun becomes +4) |
Politician | +2 Leadership and one bonus starting survivor |
Priest | +2 Leadership, church, more devout survivors |
Retiree | +2 building and +10% happiness bonus |
Shop Clerk | +scavenging and +25% trade bonus (Note: The bonus is purely additive, I.E. a 15% mark-up becomes a 10% discount) |
Deluxe Jobs
Your main character can only acquire these perks if you, as the customer, purchased the Deluxe Edition of Rebuild 3 ($25 from the RebuildGame.com website). If you only purchased the normal edition ($15), then these perks are not available to you.
Pizza Delivery Driver | +scavenging, start with Driver perk |
Pro Gamer | +defense, higher base defense but increased danger all-around |
Programmer | +3 Engineering, start with a lab and 9 researched tech (Note: the research is always the same: top tier walls, top tier survivor attracting, plus all their prereqs, however if the story mode locks the tech level you will gain less than 9 techs) |
Real Estate Developer | +3 Building, all build missions take 1 day |
Rock Star | +3 Leadership, gain respect x2 faster, lose respect x2 slower |
Leadership
Born Leader | +3 Leadership skill |
Musician | Bonus happiness to others during missions (Note: this is also a randomly "triggered" bonus) |
Negotiator | Bonuses while trading with factions (Note: Triggers all the time, but requires the faction to have at least one unit of food or materials or fuel left in their stock, the ones that you trade them do not count for that purpose) |
Preacher | More effective while working in a church |
Peacekeeper | Reduces chances of riots and fights |
Defense
Fighter | +3 Defense skill |
Firearms Training | +1 Defense with anything from pistols to machine guns |
Melee Training | +1 Defense with anything from a shovel to a sword (wasn't it +2? please, confirm(never was it +2)) |
Hand to Hand Combat | +2 Defense when no weapon equipped |
Demolitions | Explosives do extra damage |
Commander | All survivors gain +0.5 to defense |
Building
Handyman | +3 Building skill |
Artist | Happiness bonus when fortifying buildings |
Redecorator | May automatically convert useless buildings (Note: This means that very infrequently, the survivor will trigger a random event to instantly convert a useless building in your fortress like an XXor Gas to a building that serves a purpose (I.e.Farm). It does not improve any of the missions that you assign the survivor to. Also, keep in mind that some "useless" buildings can still have event uses. For example XXor gas can be used in last judgement event, and 8-12 mart can be used in "Ice cream" event) |
Tools Expert | Double skill bonus from tools (seems to apply only to Building bonuses) |
Defenses Expert | Grant +1 defense to all buildings |
Scavenging
Resourceful | +3 Scavenging skill |
Good Cook | Bonus food production
(Note: This means that on rare occasion, this survivor will trigger an event that instantly creates extra food out of nothing.) |
Green Thumb | Bonus food while farming (Note: this is also a randomly "triggered" bonus) Also obtained when equipped with Pitchfork or Pea Gun |
Hoarder | Extra building materials while scavenging (Note: this is also a randomly "triggered" bonus) |
Scrapper | Scavenging skill is also added to defense |
Engineering
Genius | +3 Engineering skill |
Bookworm | Research bursts, double Engineering from books
(Note: "Research Bursts" means that if this survivor is working in a Laboratory, then there is a chance that the current research project will abruptly finish early.) |
Crafter | Creates extra items in the workshop (note: the items created are free, IE making extra traps doesn't cost extra materials) |
First Aid | Reduces chance of death on missions |
MacGyver | Half of Engineering skill added to defense. |
Positive Perks
Animal Lover | Extra skills and happiness if equipped with a pet. +1 Defense, Leadership. Overridden by Allergic to Pets. |
Camper | Sleeps under the stars, does not need a house |
Driver | Does missions faster when equipped with a vehicle (this is also a randomly triggered bonus) |
Easy Going | Double happiness increases and halve decreases |
Fast Recovery | Recovers from injury faster |
Fearless Reclaim | Can reclaim buildings with zombies on them. (Note: This does not allow the builder to ignore Zombie Mobs or Massed Zombies. Those problems must be cleared out of the way, first. Nor can the builder reclaim an unscouted tile.) |
Friendly | Makes friends faster, more happiness from friends. |
Half Rations | Eats less than other survivors |
Hunter | Improves hunting missions. learn-able and given by hunting rifles, crossbows and Melanie's boomerang |
Immune | Won't die from a zombie bite, +1 defense. |
Loner | Improved skills when on a mission alone.
(It means he/she will do better if doing a mission alone. Ex: A loner with 5 defence skill killing zombies alone will seem to have a defence skill of 7(Not accurate, It's only an example)) |
Musician | Bonus happiness to others during missions (Note: this is also a randomly "triggered" bonus) |
Ninja | No penalty for how far away a mission is. (Some weapons, such as named swords, also add this) |
Scholar | Learns more from schools (note: "more" means faster, nothing more) |
Superhero | Increase each skill by 1. Increase max levels by 1. (Technically speaking this skill does NOT increase skill maximum. You keep the same "natural maximum" of 10 in each skill, and just gain a +1 bonus to each skill on top of what your "natural" skill level is. Each survivor can train up to 10 skill levels in each "class" and can only get above that with various bonuses such us equipment or perks. For example with fighter perk (and no other skill modifiers) a fully trained survivor would have 13/10/10/10/10 while with this perk (and no other modifiers) it would be 11/11/11/11/11) |
Team Player | Improved skills when on a mission with at least 3 survivors (a specific Gaming Book will also add this) |
Tradeoff Perks
Addict | Regular user of the drug Bath Salts, +1 Defense. |
Brave | +1 defense, but may take the hit for another survivor. |
Coward | Less likely to be injured, but -2 leadership |
Cultist | Follower of The Chosen Ones, +10 Happiness (Note: Cultists on Kill Zombies missions have a random chance to abandon their mission, lose happiness, and take mandatory time off because killing zombies goes against their religion. Anyone stacked with a Cultist is likely to become a Cultist.) |
Devout | Extra happiness from churches, none from bars. |
Eccentric | Makes both friends and enemies easily. |
Intense Focus | -1 to all skills, but learns faster in missions. |
Light Sleeper | +0.5 to all building defense, but happiness increases at half the normal rate. |
Pacifist | Factions like you more, but no bonus from weapons. (Will still gain bonus from nonweapons) |
Skeptic | +1 engineering, immune to religion (Will not be a devout or a cultist. Won't gain happiness from preachers. Devouts and cultists will not gain this perk) |
Stinky | +1 defense, but hard to make friends. |
Tough | Less likely to die, but hard to make friends. |
Negative Perks
Allergic to Pets | No benefit from equipping animals. Overrides Animal Lover. |
Clumsy | Increased mission danger |
Double Rations | Eats more than other survivors. |
Downer | Lowers happiness of other survivors when on missions. |
Rebellious | May refuse to work.
(Note: Will cause the survivor with the perk to have a random chance to abandon their mission and take mandatory time off.) |
Sickly | More likely to get sick |
Item-Based Perks
Caretaker | Periodic Increases to Happiness, granted by any child (kid or baby). (Confirmed this is a periodic increase and not a flat 10%) |
Defended | Prevents death on missions. Granted by the Helmet. (Lost after one use along with the helmet) |
Pet Owner | Periodic Increases to Happiness, granted by any pet (dog or cat). (Confirmed this is a periodic increase and not a flat 10%) |
See Further | When scouting, scouts adjacent (not diagonal) buildings as well in the same time, very effective with larger tiles.
Granted by named binoculars. (Simple "Binoculars" only grant the universal +1 to scavenging" |
Vehicle | Removes mission danger caused by distance from fort. Granted by Bicycle, Motorbike, Car, and Armored Car. |
Faction Perks
Former 1337cREw | Increases sway with the 1337cREw faction |
Former Chosen One | Increases sway with the Chosen Ones faction |
Former DAHLIA | Increases sway with the Dahlias faction |
Former Luddie | Increases sway with the Luddies faction |
Former Pharmacist | Increases sway with the Pharmacists faction |
Former Pig Farmer | Increases sway with the Pig Farmers faction |
Former Riff | Increases sway with the Riffs faction |
Friend of Gustav | Increases sway with Gustav the trader |
Government Defector | Increases sway with the Government faction |
Last Judgement Escapee | Increases sway with the Last Judgement faction |
Rotten | Increases sway with the Rotten faction |
St. Michael's Dropout | Increases sway with the St. Michael's Boys faction |
Leader Bonus Perks
After certain events, your leader can pick a bonus perk. No items are given with these perks.
In Wenatchee, if you choose to "safely rescue as many kids" in the farm disaster quest line (Starts after the CDC research is obtained; one observation was 10 days after, another says 30 days after), then Meet with Ludd, then wait about a day or two, you can pick from (couldn't obtain the perk in Iphone version, need to be confirm)
- Police Officer
- Gang Member
- Rockstar (Deluxe)
In Moses Lake, if you agree to let one of them use the mall, then choose to "Let them kill one another" in the Gangs of Deadsville quest line, regardless of which side you favor, you can pick from
- Politician
- Priest
- Pizza Delivery Driver (Deluxe)
In Spokane, if you choose to defeat the Government with Jesse, you can pick from - In later patches: If you side with Davis and capture rotten faction members for the government, you can pick from
- Retiree
- Hobo
- Real Estate Developer (Deluxe)
In Nelson, after completing the Ice cream truck quest line, you can pick from - In later patches: If you choose to keep the pig farmers' secret at the end of the questline, you can pick from
- Construction worker
- Shop Clerk
- Programmer (Deluxe)
In Kelowna, if you choose to take down the Last Judgement with the Dahilas, or choose to sneak Mason Moon and the girl out of the city, you can pick from
- Gang Member
- Priest (Confirmed)
- Real Estate Developer (Deluxe)
Chilliwack, after completing the Riffs quest line, you can pick from