Rebuild: Gangs of Deadsville Wiki


Each survivor can have a number of perks (normally up to 4) which provides various bonuses, such as additional skill points or increases effectiveness with certain missions. The main leader has a special perk chosen at the start of the game which affects the entire fort. Some survivors arrive already with perks. Most perks are gained when a survivor reaches level 3, 6 or 9, after you talk to them and learn more of their backstory.

Main Leader Perks


+leadership and one extra survivor

Shop Clerk

+scavenging and +25% trade bonus


+science and -1 day injury recovery time


+building and +10% happiness bonus

Police Officer

+offence and +1 level bonus from all firearms


+leadership, more devout survivors


+scavenging, +5 housing space

College Student

+science, schools and bars are 25% more effective

Construction Worker

+building, -50% material costs for building

Gang Member

+defense, no happiness loss from death or injury

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 website). If you only purchased the normal edition ($15), then these perks are not available to you.

Rock Star

+leadership, +25% faction respect and gain respect x5 faster

Pizza Delivery Driver

+scavenging, start with Driver perk


+science, start with a lab and 9 researched tech

Real Estate Developer

+building, all build missions take 1 day

Pro Gamer

+defense, higher base defense but increased danger all-around

Skill-related Perks


Happiness bonus when fortifying buildings


Research bursts, +2 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.)

Born Leader

+3 Leadership skill


Creates more items in the workshop


All survivors gain +0.5 to defense

Defenses Expert

Grant +1 defense to all buildings


Explosives do extra damage


+3 Defense skill

Firearms Training

+1 Defense with anything from pistols to machine guns

First Aid

Reduces chance of death on missions


+3 Engineering 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

Hand to Hand Combat

+2 Defense when no weapon equipped


+3 Building skill


Extra building materials while scavenging


Won't die from a zombie bite, +1 defense.


Half of Engineering skill added to defense.

Melee Training

+1 Defense with anything from a shovel to a sword


Bonus happiness to others during missions


Bonuses while trading with factions


More effective while working in a church


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. It does not improve any of the missions that you assign the survivor to.)


+3 Scavenging skill


Scavenging skill is also added to defense

Tools Expert

Double skill bonus from tools

Positive Perks

Animal Lover

Extra skills and happiness if equipped with a pet


Sleeps under the stars, does not need a house


Does missions faster when equipped with a vehicle

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.)

Half Rations

Eats less than other survivors


Improved skills when on a mission alone.


Bonus happiness to others during missions


No penalty for how far away a mission is.


Reduces chances of riots and fights


Learns more from schools


Increase each skill by 1. Increase max levels by 1.

Team Player

Improved skills when on a mission with at least 3 survivors

Tradeoff Perks


Regular user of the drug Bath Salts, +1 Defense


+1 defense, but may take the hit for another survivor


Less likely to be injured, but -2 leadership


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.)


Extra happiness from churches, none from bars


Makes both friends and enemies easily

Intense Focus

-1 to all skills, but learns faster in missions.

Light Sleeper

+1 to all building defense, but half happiness increases


Factions like you more, but no bonus from weapons


+1 engineering, immune to religion


+1 defense, but hard to make friends


Less likely to die, but hard to make friends

Negative Perks

Double Rations

Eats more than other survivors

Allergic to Pets

Can't equip animals


Increased mission danger


More likely to get sick


Lowers happiness of other survivors when on missions


May refuse to work

Item-Based Perks


+10% Happiness. Granted by any child (kid or baby).


Prevents death on missions. Granted by the Helmet.

Pet Owner

+10% Happiness. Granted by any pet (dog or cat).


Removes mission danger caused by distance from fort. Granted by Bicycle, Motorbike, Car, and Armored Car.

Faction Perks

Former Riff

Increases sway with the Riffs faction

Last Judgement Escapee

Increases sway with the Riffs faction

Former Chosen One

Increases sway with the Chosen Ones faction

Former Pig Farmer

Increases sway with the Pig Farmers faction

Former Luddie

Increases sway with the Luddies faction

St. Michael's Dropout

Increases sway with the St. Michael's Boys faction


Increases sway with the Rotten faction

Government Defector

Increases sway with the Government faction


Increases sway with the Dahlias faction

Former 1337cREw

Increases sway with the 1337cREw faction

Former Pharmacist

Increases sway with the Pharmacists faction

Friend of Gustav

Increases sway with Gustav the trader

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 can pick from

  • Police Officer
  • Gang Member
  • Rockstar (Deluxe)

In Moses Lake, if you choose to "Let them kill one another" at the Crossroads Mall 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 Nelson, after completing the Ice cream truck quest line, you can pick from

In Kelowna, if you choose to take down the Last Judgement with the Dahilas, you can pick from

Chilliwack, after completing the Riffs quest line, you can pick from