Perks are abilities which are unique to specific characters. They can either provide passive effects, like damage bonuses or increased drop for certain items, or can open alternative options during some events.
|Finds more money
|-15% received damage
|Big Game Hunter
|+20% damage vs. Animal
|+20% damage vs. Nazi
|+15% damage vs. Undead
|Finds more Ammo
|Finds more Fuel
|+25% damage vs. Undead
|+15% received damage
Event Option Perks
|Enables alternative decisions based on the character's ability to decipher ancient languages or to understand local dialects.
|Enables alternative decisions based on quick-thinking, unorthodox, and often rash actions.
|Enables alternative decisions based on the application of brute force.
|Enables alternative decisions based on stealth and general athletic prowess.
|Enables alternative decisions based on medical knowledge that goes beyond the ability to apply improvised bandages.
|Enables alternative decisions based on technical knowledge.
|Enables alternative decisions based on sleight of hand and manipulating the unsuspecting.
|Enables alternative decisions based on intuition and situational awareness.
|Enables alternative decisions based on the ability to exert psychological pressure on others.
|Enables alternative decisions based on in-depth knowledge of the natural environment, including weather conditions and the characteristics of various wildlife.
|Enables alternative decisions that start where school learning ends and the gray area of mystical traditions begins.
Certain event perks are only available on characters: Ancient Languages, Trickster.
Some can also be accessed through unique artifacts: Medical Expert, Sixth Sense, Forbidden Lore. The scarcity of the artefacts makes gaining these perks uncommon at best.
The rest can be acquired through equipping legendary weapons, armour or artifacts. This makes it relatively easy to gain these perks.