Perks

The system of Perks is a new gameplay mechanic introduced in Wolfenstein: The New Order and subsequently appearing again in Wolfenstein: The Old Blood, albeit slightly reworked. Perks return in Wolfenstein II: The New Colossus, but reworked into three new trees for stealth, mayhem, and tactical (as all three trees are complemented and and tie into the Contraptions). Perks have been replaced by abilities in Wolfenstein: Youngblood, which occupy the same game-play mechanics but are tied into Youngblood's leveling system. 
==Overview==
Perks are essentially a system of minor upgrades that enhances Blazkowicz's combat aptitude by increasing his maximum health, ammo count, and so on.
To unlock a perk, a certain requirement must be met and, in some cases, another prerequisite perk must be owned before it will register progress. All perks come with their own achievements.
In a single profile, perk progression (if cumulative) will not reset if an earlier save, chapter, or checkpoint is loaded, allowing patient players to grind progress or use an earlier save after unlocking a perk's prerequisite requirement. Selecting a new game or profile will reset the progress.
Note: Perks and unlock progression are not available when playing extra modes or Combat Challenges.
==The New Order perks==
The New Order's perk system is divided into four separate trees: Stealth, Tactical, Assault and Demolition. With certain exceptions, most of these perks are relatively simple and straightforward to unlock due to them tracking cumulative progress rather than requiring the performance of a specific action.
Due to the aforementioned loophole, one can manage to unlock a large portion of the skill map during the prologue.
<tabber>Stealth=
|-|Tactical=
|-|Assault=
|-|Demolition=
</tabber>
==The Old Blood perks==
Perks in The Old Blood are no longer divided into separate trees with the exception of Health and Armor upgrades. Regardless, the same basic principle (and loophole) still applies.
==The New Colossus Perks==
The New Colossus' perk system is divided into three separate trees: Stealth, Mayhem, and Tactical. Each perk now has 5 levels, with each level making the perk's benefit stronger. Each perk tree has 5 standard perks that starts available without prerequisite perk, and 1 contraption perk that is only available after acquiring related contraption. There are also 1 contraption ability for each contraption that can be acquired by finishing task for resistance member aboard Eva's Hammer after acquiring them.
The New Colossus campaign no longer separates into individual chapter that can be selected, instead one profile can have up to 13 save files (10 regular saves, 1 quicksave, 2 autosaves). This means save system can be further abused to grind perks; for example, one can save right before performing a takedown, picking up an Enigma code, or even before a thrown grenade explodes. If play on mein leben difficulty, loading save file is unavailable, and one can only grind perk by visiting previous areas from war map.
Each protagonist of freedom chronicles DLC has assess to one specific perk tree related to his/her playstyle.<tabber>Stealth =
*Stealth Takedown
**Requirements: Silently killing soldiers from behind by using stealth takedowns.
**Reward: Increased movement speed in crouch, 10% per level.
*Enigma Codes
**Requirements: Collecting enigma codes found by searching dead commanders.
**Reward: Commander alarm signals are jammed, delaying alarm activation, 0.2s per level.
*Thrown hatchet kills
**Requirements: Killing enemies by throwing hatchets at the target.
**Reward: Increased total hatchet capacity, 1 per level.
*Quick commander kill
**Requirements: Killing commanders before they activate the alarm.
**Reward: Increased damage with suppressed weapons, 10% per level.
*Takedowns or tampers
**Requirements: Performing takedowns on or tampering with robotic enemies.
**Reward: Get Laser-Kraft and Blitzen-Diesel ammunition when tampering.
*Constrictor kills:
**Requirements: Killing enemies while using the Constrictor harness ability.
**Reward: Increases movement speed when using Constrictor harness, 10% per level.
|-|Mayhem =
*Heavy weapon kills:
**Requirements: Killing enemies using heavy weapons, such as the Hammergewehr.
**Reward: Increased magazine size in detached heavy weapons, 20% per level.
*Grenade kills:
**Requirements: Killing enemies by using the Handgranate.
**Reward: Increased grenade capacity, 1 per level.
*Dual-wield kills:
**Requirements: Killing enemies while dual-wielding weapons.
**Reward: Increased total capacity for carried ammunition with more clips, 1 (non-upgraded) clip per level.
*Overcharged kill:
**Requirements: Killing enemies while health is overcharged.
**Reward: Slower deflate on health overcharge, 20% per level.
*Combat Takedown:
**Requirements: Killing opponents using combat takedowns when up close to the enemy.
**Reward: Increased speed for regenerating health, 10% per level.
*Ram shackle kills:
**Requirements: Killing enemies by tackling them while using the Ram shackles ability.
**Reward: Increased amount of armour from enemy dropped armour pieces, 10% per level.
|-|Tactical =
*Kills by burning:
**Requirements: Killing enemies by using flames, such as the Dieselgewehr. Burning kills from panzerhound ride also counts.
**Reward: Reduced damage taken from Blitzen-Diesel, 10% per level.
*Electrical stun kills:
**Requirements: Stunning mechanical enemies by the use of electrical damage, then destroying them while incapacitated.
**Reward: Reduced damage taken from laser weapons, 10% per level.
*Environment kills:
**Requirements: Killing enemies by making use of explosive objects in the environment. Including micorwave emitters
**Reward: Reduces damage taken from explosives, 10% per level.
*Enemy grenade kills:
**Requirements: Killing enemies by using their own grenades, for example by shooting at it before it's thrown.
**Reward: Longer time before enemies grenades explode, 0.3s per level.
*Headshot kills:
**Requirements: Killing enemies by shooting them in the head.
**Reward: Increased damage when aiming down the sight, 5% per level.
*Battle Walker kills:
**Requirements: Killing enemies while using the Battle Walker ability.
**Reward: Increased amount of ammunition from enemy dropped weapons, 10% per level.
</tabber>
==Youngblood Character Abilities==
With the implementation of the leveling system in Youngblood, perks have been replaced by Abilities. As such, instead of completing in game actions like prior games, ability points are needed to unlock character abilities. Ability points are acquired by leveling up, completing missions, and recovering Da'at Yichud artifacts. 
Character abilities are divided into three separate categories: Mind, Muscle, and Power. Mind and Muscle each have four separate chains, with each chain having five tiers. Power has three separate chains, with each chain having five tiers. Players are able to select either the Cloak or the Crush ability during the character creation at the start of the game. 
The first tier of all the remaining chains in each categories, can be unlocked immediately at the beginning of the game with ability points. The second through fifth tiers are locked until the previous tiers of their respective chains are unlocked. With the additional restriction that abilities in the second tier cannot be unlocked till Jess and Soph reach Level 10, the third tier at Level 20, the forth tier at Level 30 and the fifth tier at Level 45. 
It requires an additional 140 ability points to completely unlock the all of the abilities in Youngblood. Players receive 1 ability point per level till they reach level 100. An additional 28 ability points are giving as a reward for completing the secondary mission for the Resistance around Paris. An additional 20 ability points are giving as a reward for collecting the Da'at Yichud artifacts that are scattered around Paris after defeating General Brandt. 
<tabber>Mind =
|-|Muscle = 
|-|Power = 
</tabber>
==Gallery==
File:The New Order Perk Tree.jpg|The completed Perk List in The New Order
File:The Old Blood Perks.jpg|The completed Perk List in The Old Blood
Wolfenstein 2 perks list.jpg|The perk list at the start of The New Colossus.
Perks-Completed.jpg|The perk list completed.
Wolfenstein-2-dlc9.jpg|Gunsligner Joe's perk list.
File:Youngblood Mind.jpg|All Mind abilities unlocked in Youngblood.
File:Youngblood Muscle.jpg|All Muscle abilities unlocked in Youngblood.
File:Youngblood Power.jpg|All Power abilities unlocked in Youngblood.
Category:Wolfenstein: The New Order
Category:Wolfenstein: The Old Blood
Category:Wolfenstein II: The New Colossus
Category:Wolfenstein: Youngblood