Rebuild: Gangs of Deadsville Wiki
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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

Politician

+leadership and one extra survivor

Shop Clerk

+scavenging and +25% trade bonus

Doctor

+science and -1 day injury recovery time

Retiree

+building and +10% happiness bonus

Police Officer

+offence and +1 level bonus from all firearms

Skill-related Perks

Negotiator

Bonuses while trading with factions

Preacher

More effective while working in a church

Entertainer

Bonus happiness to others during missions

Firearms Training

+1 Defense with anything from pistols to machine guns

Melee Training

+1 Defense with anything from a shovel to a sword

Hand to Hand Combat

+2 Defense when no weapon equipped

Demolitions

Explosives do extra damage

Hoarder

Extra building materials while scavenging

Good Cook

Bonus food production

Green Thumb

Bonus food while farming

Redecorator

May automatically convert useless buildings

Defenses Expert

Grant +1 defense to all buildings

Artist

Happiness bonus when fortifying buildings

First Aid

Reduces chance of death on missions

Bookworm

Researches faster, bonus from equipping books

Crafter

Creates more items in the workshop

Positive & Tradeoff Perks

Half Rations

Eats less than other survivors

Animal Lover

Extra skills and happiness if equipped with a pet

Easy Going

Double happiness increases and halve decreases

Superdude

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

Loner

Improved skills when on a mission alone.

Team Player

Improved skills when on a mission with at least 3 survivors

Fast Recovery

Recovers from injury faster

Ninja

No penalty for how far away a mission is.

Devout

Extra happiness from churches

Camper

Sleeps under the stars, does not need a house

Driver

Does missions faster when equipped with a vehicle

Scholar

Learns more from schools

Skeptic

+1 engineering, immune to religion

Stinky

+1 defense, but hard to make friends

Brave

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

Tough

Less likely to die, but hard to make friends

Pacifist

Increases relationship with factions, but can't use weapons

Coward

Less likely to be injured, but -2 leadership

Light Sleeper

+1 to all building defense, but half happiness increases

Eccentric

Makes both friends and enemies easily

Negative Perks

Double Rations

Eats more than other survivors

Allergic to Pets

Can't equip animals

Clumsy

Increased mission danger

Sickly

More likely to get sick

Downer

Lowers happiness of other survivors when on missions

Rebellious

May refuse to work

Item-Based Perks

Pet Owner

+10% Happiness

Vehicle

Removes mission danger from distance.

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

StMicheals Dropout

Increases sway with the StMicheals faction

Rotten

Increases sway with the Rotten faction

Government Defector

Increases sway with the Government faction

Former DAHLIA

Increases sway with the Riffs 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

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