Jurassic World: Dominion Dominates Fandom Wikis - The Loop

ALMIGHTY survivor.png
A Survivor with many perks, including Scrapper, Fearless reclaim, Hero

Up to 3 perks can be assigned to each survivor by talking to them after their total skill levels(not counting any perk/effect/equipment) reach 4, 7, and 10 (see backstory for the method of getting the most powerful perks, a must-learn for advanced game play), 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)(mine got a former Riffs perk after playing about 15 maps)

Despite leveling up only granting a total of 3 perks, there does not seem to be a limit to the number of overall total perks any one survivor can have.

Main Leader Perks

College Student +2 Engineering, schools and bars are 25% more effective
Construction Worker +2 Building, -50% material costs for building
Doctor +2 Engineering 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 (with this perk you can take four people along with you from the previous city)
Priest +2 Leadership, start game with church, more devout survivors
Retiree +2 Building and +10% happiness bonus
Shop Clerk +2 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 website). If you only purchased the normal edition ($15), then these perks are not available to you. You will also obtained items if you choose it as your starting jobs.

Pizza Delivery Driver +3 Scavenging, start with Driver perk. Start the game with Gram (Sword, +3 defense, perk: Ninja) and KITT (Car, +3 defense, +3 scavenging, perk: Has Vehicle)
Pro Gamer +5 Defense, higher base defense but increased danger all-around. Start the game with a Handle with care (Chainsaw, +5 defense, +2 building)
Programmer +3 Engineering, start with a lab (takes precedence over church), and 9 researched tech (Note: the researched are always the same: construction, survivor management, watch towers, generator power, signposts, bunker towers, improved walls, searchlights, and electrified walls; however if the story mode locks the tech level you will gain less than 9 techs). Start the game with The Feynman Lectures (Book, +4 engineering, perk: MacGyver)
Real Estate Developer +3 Building, all build missions take 1 day. Start the game with a Hardhat (+3 building, perk: Defended)
Rock Star +3 Leadership, gain respect x2 faster, lose respect x2 slower. Start the game with a Note's Guitar (+4 leadership, +2 defense, perk: Musician)

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 May finish mission early when equipped with a vehicle (this is also a randomly triggered bonus)(It's assumed that this perk only affect certain missions . This is likely useless to researching)
Easy Going Double happiness increases and halve decreases (Also granted by terrible comic equipment)
Fast Recovery Recovers from injury faster (one day faster recovery)
Friendly Makes friends faster, more happiness from friends.
Half Rations Eats less than other survivors. Eats 0.5 food per day instead of 1.
Immune Won't die from a zombie bite, +1 defense. The main character and any Rotten recruits have this by default.
Loner Improved skills when on a mission alone. (+1 skill level)

(It means he/she will do better if doing a mission alone. Ex: A loner with 5 defense skill killing zombies alone will seem to have a defense skill of 6)

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)
No Rations Doesn't eat any food. Only Rotten recruits can have this perk. (cannot coexist with half/double rations)
Scholar Learns more from schools (note: "more" means faster, nothing more)
Superhero Increase each skill by 1. Increase max levels by 1. (Max level 12, but nerfed to 11 in later versions.)
Team Player Improved skills when on a mission with at least 3 survivors (+1 skill level) (a specific Gaming Book will also add this)

Tradeoff Perks

Addict Regular user of the drug Bath Salts, +1 Defense. (Bad things may happen if bath salt runs out?) (While the idea of paying for extra defense (once you can afford it) may look appealing at first glance keep in mind that your subsequent maps might leave you without any means to purchase more drugs, and even when the option is available the cost can be devastating early on. So the most sensible course of action is to avoid the drug use just to make sure that none of your persistent team members catch the addiction.)
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. Also cultists sometimes choose to "join the chosen ones". They can even otiright die as a part of an event (ritual suicide in the form of getting eaten by zombies). Worse yet, anyone stacked with a Cultist is likely to become a Cultist. AVOID THIS PERK LIKE A PLAGUE that it is. Isolate any unfortunate victims (NEVER stack them with anyone), BAN the cult as soon as an option becomes available and destroy the cultists faction. You really really, really, REALLY don't want one of your persistent team members to catch this.)(Note: Cultist survivors may lose this perk along with 40 points of happiness if you have no/lose all churches in your fort.)

Devout Extra happiness from churches, none from bars.

(Note: Devout survivors will eventually lose this perk along with 40 points of happiness if you have no/lose all churches in your area. They may also gain/regain it by spending time with other Devout survivors, whether on missions, in training, or just taking time off. It's possible the perk may also be gained from having an active Leader survivor preaching in a church.) (Note: while this perk doesn't seem all that powerful, it's actually a good idea to put preachers and grant your survivors this perk. Preaching adds happiness and when you talk to a survivor, "devout" option(and the skeptic option) will not appear and give space for the OP perks to appear.)

Eccentric Makes both friends and enemies easily.
Intense Focus -1 to all skills, but learns faster in missions.

(Note: This perk is only useful before a survivor reaches max level, after that it's purely negative.)

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.

(Note: The "no bonus" effect in question applies only to bonuses to the Defence skill; weapons such as sledgehammers, boomerangs, and so forth will still give their secondary skill bonuses, i.e. Building, Scavenging, etc. This perk also has no effect on items, e.g. crowbars, flare guns, etc.)

(As for the Factions part, it seems to gain you passive respect will all factions over time[1].)

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 more likely to make enemies.
Tough Less likely to die, but hard to make friends. (It is unknown if this makes it less likely for the survivor to begin friendships, or if friendships simply build slower.)

Negative Perks

Allergic to Pets No benefit from equipping animals. Overrides Animal Lover.(Seems to have chances to disappear if equipped with an animal long enough. Need confirmation.)
Clumsy Increased mission danger. (Choosing "sneak past" in an event can result in clumsy/ninja perk.)
Double Rations Eats more than other survivors.(Often results from recruiting option)
Downer Lowers happiness of other survivors when on missions.(triggered as event)
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. Often results from lying to survivors when recruiting.)(Keeping the survivor happy seems to prevent them from abandoning their mission.)

Sickly More likely to get sick. (This trait is often gained by survivors who are recruited when choosing a "negative" option during a specific event; it's recommended to always keep a spare medkit to avoid getting a survivor with this trait during said event.)

Item-Unique 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. (Helmet will be gone after the event triggered.)
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". The effect stacks with "Improved Scouting" technology to enable scouting of both adjacent and diagonal buildings.(scouting 9 blocks in total for one-tiled buildings.)(tested)

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

Faction Perks

People with these perks can call the faction for help (as an option) in certain events. They also cause you to gain passive respect with the faction[1].

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 Agent Increases sway with the Government faction
Ex Last Judgement 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
Friend of Gustav Increases sway with the Gustav faction

Leader Bonus Perks

After certain events, your leader can pick a bonus perk. No items are given with these perks. The perks can be gained in Story Mode in the listed cities or in Free Play as long as the relevant factions are in the city.

In Wenatchee, there is a collaboration questline between the "The Luddies" faction and the "St. Michael's School for Boys" faction. During this questline you're asked by the luddies to check out Rufus's dad's place for information on the creation of zombies, you can then ask the St. Michael's School for Boys where this house is, find a encrypted PC there, decode it and speak with any of the two factions. Between 7 to 30 days later, St. Michaels will come to you about their farming problems. This eventually leads to the St. Michael's School for Boys burning down and you get a choice: if you choose to "safely rescue as many kids", then Meet with Ludd, then wait about a day or two, you can pick a bonus Leader perk from the following: (couldn't obtain the perk in Iphone version, need to be confirm)

  • Police Officer
  • Gang Member
  • Rockstar (Deluxe)

In Moses Lake, there is conflict between the "The Granville Riffs" faction and the "The Last Judgment Gang". The trick to this bonus perk is to befrend one of the two factions a bit and they will give you the opportunity to prepare a trap for the other faction (The Riffs are recommended as the Last Judgement gang will still raid you even if you try to have friendly relations). If you agree, you need to "capture" a mall with the quest function and then talk to the faction you want to trap. At this point there is a showdown at the mall between the two factions if you choose to "Let them kill one another" regardless of which side you favor, you can pick a bonus Leader perk from:

  • Politician
  • Priest + Devout
  • Pizza Delivery Driver (Deluxe)

In Spokane, if you choose to defeat the Government with Jesse OR 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 one of your survivors gets kidnapped by a mysterious ice cream truck (Ice cream truck quest line) you can visit the various factions and find out that the truck belongs to the Pig Farmers, they won't admit to anything. After sneaking into their base you find your missing survivor in a Fridge and free him, at this point you have two choices: forget this ever happened, get some supplies from the Pig Farmers, have the possibility of adding 3 criminals to your base and you automatically become allies with their faction. The second choice is to condemn the Pig Farmers for hunting and killing criminals and selling their flesh for food and fight your way out, this automatically annihilates the "Pig Farmers" faction from the map, in a later moment of reflection you can choose one of the folloeing bonus Leader perks:

  • Construction worker
  • Shop Clerk
  • Programmer (Deluxe)

In Kelowna, if you choose to take down the Last Judgement (optionally with the Dahilas, but if you get their help, Mason and the girl will not join your fort), 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

  • Police Officer
  • College Student
  • Pizza Delivery Driver + Driver (Deluxe)

Non-Leader Perks that any character can get, regardless of Leader status or existing perks:

  • Former Riff (via schmoozeRiffsSpar event)
  • Scholar (via schmoozeStmichealsSchools)
  • Intense Focus (via schmoozeCourse while being Cultist)
  • No Rations (via becomeRotten while Omega)
  • Pilot (via airplaneGustavInfo event in Trail)
  • Addict (via combatBathSalts)?
  1. 1.0 1.1
          private static function updateRespect(param1:Faction) : void
             var _loc3_:int = ColinManager.numColinsWithPerk(PerkType.getPerkForFaction(param1.type));
             var _loc5_:int = 25 + 10 * _loc3_;
             if(param1.respect >= _loc5_)
             var _loc2_:int = ColinManager.numColinsWithPerk(PerkType.PACIFIST);
             var _loc4_:Number = 1 + 0.5 * _loc2_ + 1 * _loc3_;
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