Character Perks are closely related to Character Skills, raising specific Skills unlocks the ability to select Perks for a character. Check out the full list of Character Skills in Wasteland 3.
Character Perks provide passive bonuses and abilities.
Starting at level 4, characters gain every level 1 Perk Point.
Non-Skill Perks are not tied to any Skill and can be unlocked anytime you have free Perk Points.
Unlockable Non-Skill Perks also do not require Skill, but require unlocking them during the game.
Special Perks
Special Perks are unlocked during the game by meeting the right people and completing their tasks.
Cyborg Tech
Allows for using cybernetic upgrades
In Machine Commune Merchant or in Yuma County Speedway during One of Us Mission.
Investigative Eye
+1 Perception
Recruit V.I.C.I. in Machine Commune for Ranger HQ
Marshal Training
+2m Leadership Radius
Recruit Frank Pappas in Sans Luxe Apartments
Ranger Survivor
+5% Healing Received
Save La Loca and Rook at Little Hell
Vehicular Combat
+5% Damage to Vehicles
Recruit Randy Gett during Thicker Than Water in Gett Family Homestead
Illustratio
+1 Perception
Deliver the Owl of Minerva token to The Provost and visit the Mysterious Cave
Eye of Tarjan
+1% Cold resistance, +2 Penetration
For Tarjan tokens in Bizarre Interior
Fortune Cookie
+15 CON
For Tarjan tokens in Bizarre Interior
Precognition
+10% Evasion
For Tarjan tokens in Bizarre Interior
Non-Skill Perks
Deep Pockets
Quick Slots +1
If anyone asks where you stow all your stuff, maybe it's better if you don't tell them.
Hardened
Armor +2
You eat bullets for breakfast.
Healthy
Con +35
Take care of your body and your body will take care of you.
Quick Reflexes
Evasion +5%
Sometimes you feel like you can almost see things before they happen.
Weathered
Crit Resistance +10%
After a few bumps and bruises, you stop feelin' the pain so much.
Unlockable Non-Skill Perks
To learn these Perks, you must first unlock them in a specific location.
Cyborg Tech
Allows you to equip Cyborg Tech utility items
Unlock at Vivisecto RN in the Machine Commune
Investigative Eye
+1 Perception
Unlock at Assistant VICI in the Machine Commune
Marshal Training
+2m. Leadership range
Unlock at Frank Pappas in Ranger HQ later in game.
Ranger Survivor
+5% healing bonus
Unlock at Rook later in game
Vehicular Combat
+5% bonus damage to vehicles
Unlock at Randy Gett in Gett Family Homestead
Automatic Weapons Perks
Puncturing Shot
Required 2 Automatic Weapons
Ability: Puncturing Shot (5 AP) Fires an Assault Rifle attack that punctures through multiple enemies, hitting anyone in its path. Deals +100% damage vs. Stunned targets. Damage: 100% of weapon damage On Success: Applies Damaged Armor
Sometimes they're nice enough to line up for you. Find a soft spot on the one in front.
Gopher Hunter
Required 3 Automatic Weapons
Enemies have 25% less benefit from Cover when attacking them
Little gophers like to stay in their holes, but that just makes it easier for you to take 'em down.
Spray 'n' Pray
Required 4 Automatic Weapons
Ability: Spray 'N' Pray (5 AP) Tears up an enemy with twice as many SMG bullets as your normal attack, but has -25% Hit Chance. Damage: 100% of weapon damage
Some say they prefer quality over quantity. But those people usually reconsider their tactics when they're trying to outrun a downpour of lead.
Reckless
Required 6 Automatic Weapons
Gain +15% damage with Submachine Guns while not in cover
Cover. What's it good for? Bring 'em on!
Double Tap
Required 7 Automatic Weapons
If you attack a target twice in a row with an Assault Rifle, the second is always a Critical Hit
The first hit just opens them up for the real kill shot.
Stormer
Required 8 Automatic Weapons
If you move more than 5 spaces, your next Submachine Gun attack costs no AP (once per turn)
Combat is all about momentum. Keep pushing forward and you'll punch right through.
Trigger Happy
Required 10 Automatic Weapons
Killing an enemy with an Automatic Weapon gives +3 AP (once per turn)
Once they pop, you just can't stop.
Melee Combat Perks
Bleeding Strike
Requires 2 Melee Combat
Ability: Bleeding Strike (4 AP) An aggressive Bladed attack that deals an extra +100% damage and inflicts Bleeding, but has - 20% Hit Chance. Targets that are Burning receive +200% damage. Damage: 200% of weapon damage
You know which blood vessels run close to the skin. Open your enemy up - now time is on your side.
Stunning Blow
Requires 4 Melee Combat
Ability: Stunning Blow (5 AP) A focused Blunt attack that Stuns the target enemy, but has -15% Hit Chance. Frozen enemies take an extra +100% damage. Damage: 100% of weapon damage On Success: Applies Stunned
If you knock the wind out of a guy, it doesn't matter what kind of fancy gun he's packin'.
Striking Distance
Requires 5 Melee Combat
+0.5 Combat Speed when you have two melee weapons equipped
Not having a gun just means you don't have anything extra weighing you down.
Bloodsport
Requires 6 Melee Combat
Attacks with Blunt Weapons critically hit Stunned and Blind enemies
It's like tee ball, but with more skull fragments.
Hack 'n' Slash
Requires 7 Melee Combat
Attacking the same target twice in a row with a Bladed Weapon executes a free bonus attack
You couldn't stop yourself if you wanted to.
Pursuit
Requires 8 Melee Combat
If you move more than 3 spaces, your next Bladed Weapon attack has +25% Critical Chance (+100% vs. Slowed targets)
With a blade, you're going to have to move fast and exploit every possible opening.
Shrug It Off
Requires 10 Melee Combat
While using a Blunt Weapon, gain +2 Armor for every enemy adjacent to you
The bigger the crowd, the harder it will be for them to hit you.
Big Guns Perks
Move Up!
Requires 2 Big Guns
Gain +0.5 Combat Speed on the first turn of combat while using Big Guns
Establish the best opening position, and you'll come out alive.
Suppressing Fire
Requires 3 Big Guns
Ability: Suppressing Fire (5 AP) A Heavy MG attack that consumes twice as many bullets. Enemies in the area take minor damage and are Suppressed, losing -0.8 Combat Speed and -20% Hit Chance for 2 turns. Deals +300% damage vs. Demoralized targets. Damage: 100% of weapon damage
Keep their heads down, and give your buddies a chance to move in.
Terrorizer
Requires 4 Big Guns
Flamethrower attacks Engulf targets, reducing their Hit Chance by -15%
Remember that kid who always tried to fry bugs with a magnifying glass? Yeah, that was you.
Pressure Cooker
Requires 7 Big Guns
Ability: CO Pressure Cooker (5 AP) Superheat an enemy's vehicle with your Flamethrower. Deals 40% of the vehicle's CON in Fire Damage over the next 2 turns, and prevents the vehicle from taking any actions. Damage: 100% of weapon damage On Success: Applies Pressure Cooker
They wanted to hide inside their vehicle. It's only fair you give 'em a hot box.
Steady Shot
Requires 8 Big Guns
Gain +20% Evasion and +10% Hit Chance in Low Cover when using a Heavy Machine Gun
If you hunker down, even a heavy MG can be tamed.
Wide Spread
Requires 10 Big Guns
Increase the firing arc of Heavy Machine Guns and Flamethrowers by +35%
More gain, more pain.
Brawling Perks
Shaolin Surprise
Requires 2 Brawling
Ability: Shaolin Surprise (2 AP) A crippling Brawling attack that penetrates through the target's defenses. For every 1 combo meter built up, provides +2 Armor Penetration and +10 Damage. After use, it resets your Combo Meter. Deals +100% damage to Demoralized targets. Damage: 100% of weapon damage
Surprise! I can flatten your organs!
Extreme Combo
Requires 5 Brawling
Brawling combo maximum increased to 10x
Don't stop just because you heard a few bones snapping.
Deadly Combo
Requires 7 Brawling
Brawling combo Critical Chance increased by 2x
Get in the flow, keep going, and don't give them a chance to hit back.
Flurry Of Blows
Requires 10 Brawling
Brawling attacks cost -1 AP
Your fists are like a hurricane, but more deadly.
Small Arms Perks
Shredder Shot
Requires 2 Small Arms
Ability: Shredder Shot (4 AP) Fires a Shotgun shell that inflicts Bleeding on anyone hit. Deals +100% damage against targets with Armor Damage. Damage: 100% of weapon damage On Success: Applies Bleeding
If you see an unprotected spot, put a hole in it. Make 'em pick between fighting and stopping all the blood.
Opportunist
Requires 3 Small Arms
Your Strike Meter charges a bonus 5% with each successful handgun attack
Strike Rate +5%
You're always looking for an opening, and handguns are pretty good at making them.
Trick Shot
Requires 5 Small Arms
Ability: Trick Shot (4 AP) Fire a Handgun attack that has -50% Hit Chance. If this attack hits, you gain an instant +3 AP and your Strike Meter is instantly filled. Deals +100% damage vs. Marked targets. Damage: 100% of weapon damage On Success: Applies Damaged Weapon
A lot of these guys wouldn't know what to do if you took away their weapon.
Clear Cover
Requires 6 Small Arms
Shotguns do +100% Damage vs. Cover
Doesn't it just piss you off when they drag out a combat by hiding behind cover?
Draw!
Requires 7 Small Arms
Your first attack after reloading an empty weapon costs no AP
In a firefight, every second matters. Hit 'em before they know what happened.
Station
Requires 8 Small Arms
Shotgun attacks gain +25% Damage for each enemy hit by the same shot.
Pack them all together, then unleash the thunder.
Counter-Offensive
Requires 10 Small Arms
Attacking a melee enemy on the turn after they hit you deals +50% damage
Don't bring a knife to a gunfight.
Sniper Rifles Perks
Mark Target
Requires 2 Sniper Rifles
Ability: Mark Target (2 AP) Reduces an enemy's Evasion by -15%. Marked targets also take +50% damage from Precision Strikes. On Success: Applies MarkedIn addition to the tactical value, marking an enemy for your squad to focus fire on is good, mean fun.
Masterful Precision
Requires 5 Sniper Rifles
Precision Strikes with Sniper Rifles have significantly higher chances of inflicting critical effects
You are a surgeon, and your sniper rifle is your instrument.
Concentration
Requires 7 Sniper Rifles
Gain +10% Hit Chance when using a Sniper Rifle if you don't move for 1 turn
Stop. Become about just one action. Wait for your moment, and make it count.
Chain Ambush
Requires 10 Sniper Rifles
Ambush attacks with Sniper Rifles that kill your target don't end the Ambush
You watch the battlefield like a hawk. Nothing gets by you without a hole in its head.
Animal Whisperer Perks
Animal Training
Required 3 Animal Whisperer
Animal Companions gain bonus CON and damage
Right or wrong, you have an uncommon talent for teaching animals to murder.
Spirit Animal
Requires 5 Animal Whisperer
Animal Companions provide you with better passive bonuses
A beast ally brings something primal and pure in you.
Vengeful Bond
Requires 7 Animal Whisperer
If your Animal Companion drops to 25% CON, gain +50% Critical Chance and +2 AP
It's not wise to threaten a mama bear's cubs.
Barter Perks
Penny Pincher
Required 3 Barter
Buying multiple items instead of just one provides a 20% discount
It's all on sale! You buy in bulk to get the best deals on the essentials.
Antiques Appraiser
Requires 7 Barter
Junk items have a 5% chance of being sold for 50x their value
Naturally, an item is worth a lot more in its original packaging...
Nerd Stuff Perks
Targeting Override
Required 3 Nerd Stuff
Robots you hack will now be attacked by other enemies
Override side effect: all bleeps are permanently replaced with bloops.
Electric Leakage
Requires 5 Nerd Stuff
Hacked robots emit an electric burst every turn, dealing Energy Damage to enemies nearby
This may void the warranty on your robot's power supply.
An Overclock
Requires 7 Nerd Stuff
Hacked robots gain +2 AP
Crank that x86 clock up to 66 MHz and then LOOK OUT!
Explosives Perks
A Duck and Cover
Required 2 Explosives
Fire Resistance +20%
Explosive Resistance +20%
There's a famous two-step defense against – oncoming fireballs, and no one actually does it.
Bomb Recovery
Required 3 Explosives
Disarming land mines has a 33% chance to drop a grenade
If you know what you're doing, enemy ordinance is just another tool.
Minesweeper
Requires 4 Explosives
You no longer set off land mines when stepping on them
Petite feet. They can laugh all they want, you've still got all your toes.
Mortar Blast
Requires 5 Explosives
Ability: Mortar Blast (7 AP) Target an area with your Rocket Launcher and fire into the air. The rocket falls down, bombarding the area below for +100% damage 1 turn later.
Sonofabitch likes to dodge around the battlefield, huh? Dodge this.
High Impact
Requires 7 Explosives
Targets directly hit by rockets or grenades are automatic Critical Hits
It's fun to have a weapon that can make the enemy disappear entirely.
Blast Radius
Requires 10 Explosives
Radius of grenades and other area-of-effect abilities increased +40%
Maximizing blast radii is all about math and optimizing detonations. But to regular people it's just 'filling the room with more kaboom'.
First Aid Perks
Emergency Response
Required 1 First Aid
When an ally is Downed in battle, gain +1.0 Combat Speed for 2 turns
You'd do anything for the team. If one of them goes down, you leap into action.
Healing
Requires 5 First Aid
Using healing items also boosts the target's max CON by +25% for 3 turns
Patch 'em up and give 'em a little something for the road.
Physical Therapy
Requires 7 First Aid
Reviving allies has a chance of buffing them (+6% per First Aid level)
You have to do more than get them back up - you've got to give them a fighting chance.
Hypocritic Oath
Requires 10 First Aid
Gain +50% damage for 2 turns after reviving a downed ally
First, do no harm. Then go forth and kick ass.
Leadership Perks
Rally
Required 3 Leadership
Ability: Rally (4 AP) Provide a +2 AP bonus to allies in a radius around you. On Success: Applies Rallied
It's like a pep talk, but you grimace and clench your fist.
Demoralize
Requires 5 Leadership
Ability: Demoralize (2 AP) Insult your enemies, distracting them and reducing their Hit Chance by -20% and Critical Chance by -25%. On Success: Applies Demoralized
Even the toughest tough guys can be sensitive about their appearance.
Mechanics Perks
Structural Weakness
Required 3 Mechanics
Bonus Damage To Robots +20%
Bonus Damage To Vehicles +20%
If you can put 'em together, you can take 'em apart.
Handy
Requires 4 Mechanics
Deployables gain +25% CON and deal +25% damage
You know how to get the most out of your tools.
Reinforced Plating
Requires 5 Mechanics
Repairing vehicles and robots also boosts the target's max CON by +25% for 3 turns
Adapting hardware for combat is a true wasteland tradition.
Fortify
Requires 7 Mechanics
Repairing friendly vehicles, robots, and deployables grants +5 Armor for 3 turns
You don't just build 'em to work, you build 'em to take a beating.
Survival Perks
Big Game Hunter
Required 6 Survival
Bonus Damage To Animals +20%
Bonus Damage To Mutants +20%
Tip: this also works on small, defenseless animals.
Explorer's Instinct
Required 10 Survival
Instantly reveals the entire World Map and all discoverable locations
Once you've spent enough time in the wild, you start to get a sense of where dumb city folk stash their valuables.
Toaster Repair Perks
Toaster Expert
Required 3 Toaster Repair
Fixing Broken Toasters now yields bonus loot
Putting a toaster back together is like putting a piece of the pre-war world back together.
Breakfast Bandit
Requires 5 Toaster Repair
Fixing Broken Toasters now yields Toast
You never let a morning meal go to waste.
Heating Element
Requires 7 Toaster Repair
Fire Damage Bonus +25%
Toasters have taught you a lot about thermodynamics.
Toasty
Requires 10 Toaster Repair
Killing an enemy causes your next attack to inflict Burning
No amount of butter-knife scraping is going to help your enemies once you're through.
Weapon Modding Perks
Scrounger's Touch
Requires 2 Weapon Modding
Field Stripping now has a chance of providing Weapon Mods
You never know what you're going to find when you take a weapon apart.
Powder Packer
Requires 5 Weapon Modding
Your entire party finds +25% bonus ammo when looting, at a minimum of +1.
Weapon experts just know what to look for when they find a gun.
Expert Disassembler
Requires 7 Weapon Modding
Field Stripping weapons yields +30% more Scrap
Strip it down to the screws, and then keep those, because even screws are valuable.
Weird Science Perks
Overcharge
Required 3 Weird Science
Ability: Overcharge (1 AP) Charge your weapon, empowering it to deal bonus Energy, Cold, or Fire damage on its next attack. Your weapon has a 5% chance of blowing up in your face.
Anyone can try to send more juice through their energy weapon. But if they don't know what they're doing, they'll probably just end up with plasma burns.
Microwave Research
Requires 6 Weird Science
Energy damage is increased by +0.5 bonus damage for every point of Armor the target has
After sticking a lot of silverware in a lot of microwaves, you've figured out how to weaponize the excitement of matter - and you've ruined all your silverware.
Conductive Beams
Requires 9 Weird Science
Energy attacks have a 10% chance to electrocute enemies, dealing Energy damage to them and anyone standing nearby for 2 turns
It feels good to melt people with sotid scientific principles.
Sneaky Shit Perks
Second Chance
Requires 4 Sneaky Shit
Detection Time +1 Seconds
Think you've been spotted? Freeze, hold your breath, and wait a beat.
Close Call
Requires 7 Sneaky Shit
Alarms and traps have a 50% chance to malfunction when you set them off
If the tripwire doesn't go off, it doesn't matter if you were very good or very lucky.
Lights Out
Requires 10 Sneaky Shit
Sneak Attack Damage +200%
If you can get in close before they see you, it's over.
Armor Modding Perks
Tender Loving Care
Requires 10 Armor Modding
All squad members gain +5 Armor while this character is present
It's amazing what armor can do when you fix the bullet holes once in a while.