Perks

**Perks** are one of the gameplay mechanics in Rebuild 3. They are bonus which can help improve the survivors' skills or give them traits that makes for unique playstyle for the survivors.

They can be seen in the survivor's panel in the bottom left corner.

## How to Obtain Them

There are few ways to obtain perks. One of the main way is through backstory. To get backstory, you need to research Survivor Management from the laboratory and the survivor have to reach at least level 4. From there, you can choose one of three perks from the choice given (for more details, see backstory). You can get maximum 3 perks when reaching level 7 and 10.

Survivors can get perks through randomized events as well, though rare. Or the survivors got their default perks when recruited into the fort. Another way to obtain perks (albeit temporary) is using equipment that give those perks, they are removed when the equipment is remove from the character.

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).

There is no limit for the number of perks a survivor can obtain.

## Deluxe Jobs

***Note: Only available if you have the Deluxe Add On. Items come only with starting the game with the perk.***

 Pizza Delivery Driver
 Programmer
 Real Estate Developer
 Pro Gamer

**Notes**

1. The Tech are: Construction, Watch Towers, Bunker Towers, Improved Walls, Electrified Walls, Generator Power, Survivor Management, Signposts and Searchlight.
2. If played in story mode, the tech will be limited to the tier it is played at.

## Skill-related Perks

When talking to survivors three options of perk appear. Usually, the [+3 skill] perks and the non-skill-related perks options cannot be altered by changing profession, and the rest of the skill-related perk appears to the correspondent profession. (Exceptions can happen) See backstory for details, but here's the over-simplified version: take the first option two times and at the third time you talk with a survivor, equip equipment that grants the same perk as the option, then powerful perks have higher chances to appear. (Be warned that this is inaccurate and not the best way to do it.)

### Leadership

 **Peacekeeper** | Reduces chances of riots and fights.

### Defense

 **Commander** | All survivors gain +0.5 to defense

### Building

 **Redecorator** | May automatically convert useless buildings. (Convert into buildings that player can build. Reaction without the "construction" tech is untested)
 **Fearless Reclaim** | Can reclaim buildings with zombies on them.
*(Obviously, clears the zed when mission is completed. Roamers, Zombie Mobs or Massed Zombies will still prevent reclaiming. Danger from zed IS a factor during such missions. Other characters can (and typically should) be added to aid with the mission - fighters to reduce or eliminate the risk and builders to accelerate the process. This ONLY counts as a builder mission, so only builder experience is acquired and no zed will be killed before the entire mission is finished. Should, for any reason, all the characters with this perk be removed from it, the mission WILL be cancelled.)*
*(Massively "overpriced" perk for anything but the lower difficulties.The main point of the perk is to "save the time". It "does so" by essentially combining two missions, the clearing and the reclaiming, into one simultaneous mission. However **actually** saving time with it is complicated.*
*For local survivors the problem is that they only perform one side of the work - either clearing or reclaiming, as such having a team of locals work on both simultaneously isn't inherently better than having them work on it in turn. (should be obvious, but your builders already don't need to idle while your soldiers are killing and your soldiers already don't need to idle while your builders are reclaiming, they just can't both work on the same tile at the same time without this perk but that's it)*
*And for persistent survivors the problem is that their main value lies elsewhere (on higher difficulties that is), and thus having them involved in reclaiming is very questionable strategically. No other job but fighter can get into "late twenties" of their respective skill, and as a result, finding a replacement for persistent characters in any other aspect is a lot more viable than finding one in fighting.*

*Situation 1 - early game, persistent survivor, no R.E.D. mc perk. **This is one of the few situation where the perk actually shines.** You would normally have a single persistent survivor perform both the clearing and the reclaiming, and this perk lets him skip the clearing time.*
*Situation 2 - early game, persistent survivor, R.E.D. perk on mc. **Also good.** Zombie clearing mission take a minimum of either 1 day or 0.1 day per zombie for 10+ zombies, and all the reclaiming missions under R.E.D. take exactly 1 day. As such the perk accelerates any clearing mission of 11+ zombies on a tile you're prepared to reclaim.*
*Situation 3 - late game, persistent survivor, no R.E.D. mc perk, low difficulty. **Barely ok.** You're not likely to need extra protection, and you can allocate extra builders to the task to accelerate the mission thus saving even more time for you persistent survivor. However, by this point a bigger share of your reclaiming workload should be done by your builders anyway, NOT by your persistent survivors. So, much like the situation 2, all you're saving here is the difference between the minimal clearing and minimal building time.*
*Situation 4 - late game, persistent survivor, R.E.D. perk on mc, low difficulty. **Mostly ok.** With R.E.D. past the **very** early game reclaiming becomes the job only worthy of the time of your newbies. You can still accelerate the clearing though. And in this scenario you don't need extra people for that, like you would need in situation 3.*
*Situation 5 - late game, persistent survivor, no R.E.D. mc perk, high difficulty. **Bad.** High difficulty means you need extra protection, that extra protection STILL needs it's fighting XP and it's missing out because it's stuck babysitting a building mission. And, perhaps more importantly, there's a factor of overall zombie threat to consider, which, combined with the fact that building is no longer a persistent survivor's job, means that you'd be better of having a persistent scrapper do the clearing and your team of local builders do the building.*
*Situation 6 - late game, persistent survivor, R.E.D. perk on mc, high difficulty. **Very bad.** Builder is basically not a profession with R.E.D., and zombie threat is real. You want strong "army" which is something a scrapper would work better for, and your building should be done by your newbies anyway.*
*Situation 7 - endgame, local survivors, no R.E.D. mc perk. **Almost ok.** Most of your locals should be at max level by now, the issue of missing out on XP is eliminated - just let your "topped out" fighters handle the security while your pack of topped builders make this a one day mission, saving your army time. (again, the same 0.1 day per zombie above 10) However you'll be seeing a lot more zed "units" at this point and killing those will have to be done the usual way.*
*Situation 8 - endgame, local survivors, R.E.D. perk on mc. **One big "huh?".** With R.E.D. you shouldn't have many high level builders anyway. The ones you do have will still save you those same 0.1 day of clearing per zed over 10th. If you want F.R. for this scenario just look for local fighters with builder-focused story lines. Once they hit level 10 as soldiers switch them to builders and grab your FR. you'll now have a F.R. character that doubles as his own guard.*
*Situation 9 - endgame, persistent survivor, high difficulty. **A regrettable waste of a T3 perk slot.** Zed escalation is no joke and if your map lasts long enough on high enough difficulty they are REALLY going to let your "military" feel the weight on their shoulders. This is where the persistent scrappers really shine. The local scrappers would still need their second class training to be of actual use, and the ones that started as soldiers can't both fight and level at the same time, but the persistent ones should be fully trained already and each of them fights about as well as two local soldiers.*

*In general, on lower difficulties and smaller maps this is a good "acceleration" perk for your walk in the park.*
*But on any setting where you expect non negligible zed "resistance" you're better off with the extra fighting power that the scrapper perk provides. After all, why would you want to go through so much trouble just to save some time of someone who performs about as well as one fully trained local soldier when you can instead bring someone who performs about as well as two of them.)*
*Not to put too much of a point on it, but on later difficutlies, with Leadership in your MC, one character with Reckless Reclaim, can take buildings almost as fast as the game can spawn enemies without help, especially, if support characters are depopulating zombies when they have nothing better to do, and depopulating zombies is the better thing to do, unless they're defeating a horde. Anyway, the persistent reckless reclaimer, CAN ALSO FIGHT, but you'll try to prevent that, and, so, having one of these is probably broken, on a five-man team, and certainly, more likely, on a six-man team (MC and likely all are pilots), "Oh, sorry, forgot my axe, and brought my Rocket Launcher, (Andy, Recless Reclaimer). I hope that helps you sort this out, but, yeah, a Luddie 30 Defense character is quite good, but better than a bunch of inteelectuals? Meah, zed disperss after taking just one tile, so if you Gud, that's the deal. Faster tiles make a lot of sense.*

### Scavenging

 **Good Cook** | Bonus food production
 **Scrapper** | Scavenging skill is also added to defense.
*(THE most powerful non-leader perk on higher difficulties. Single-handedly pushes your character's "defense" stat from teens into twenties. Scrapper + Fireaxe + named crowbar = 28 defense. Add fighter, melee training, or resorceful and you're at the cap of 30. And you don't even need ammo for that monster. It's also the easiest tier 3 perk to catch because 2 of the scavenger perks can be taken off the list with items, you could even take them both off the list at the same time if you have a pitchfork. Plus all the ludite recruits start with green thumb as a free perk.)*

### Engineering

 **Bookworm** | Research bursts, +2 Engineering from books.
 **Crafter** | Creates extra items in the workshop.
 **MacGyver** | Half of Engineering skill added to defense.
*(Second strongest defensive perk, with 10 engineering, this gives 5 defense which is already better than the fighter perk. This is THE best tier 2 perk to have on a non-scrapper character, and still one of the better ones for a scrapper.)*

## Negative Perks

 **Rebellious** | May refuse to work.
 **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

 **See Further** | When scouting, scouts adjacent (not diagonal) buildings as well in the same time, very effective with larger tiles.
 **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.

## 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.

Note: if you replay a previously completed city (except the latest in the campaign line of cities available) your leader can retain the perk obtained from the city's save file that was otherwise deleted. Some cities will need to be replayed 2-3 times total to obtain everything, but to achieve net gains in perks, the same city cannot be deleted twice in a row. For example: to gain Police Officer and Rockstar from Wenatchee, you must complete a city after it, like Moses Lake, and then go back to Wenatchee and complete it again to get the second perk, thus allowing your leader to retain both. The only leader perks that are mutually exclusive based on availability are Pro Gamer and Doctor, which can both only be obtained at the start of the game.

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 an encrypted PC there, decode it, and speak with either of the two factions. Between 7 and 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~~, confirmed that you CAN get either of the base-game perks on Iphone, just not any of the deluxe perks, as the deluxe version is currently unavailable on Iphone).

* 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 following 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)?

```
 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\_)
 {
 return;
 }
 var \_loc2\_:int = ColinManager.numColinsWithPerk(PerkType.PACIFIST);
 var \_loc4\_:Number = 1 + 0.5 \* \_loc2\_ + 1 \* \_loc3\_;
 param1.addRespect(\_loc4\_,null);
 }

```