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Rebuild: Gangs of Deadsville Wiki
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== 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 === {| class="wikitext" border="1" |- | '''Born Leader''' | +3 Leadership skill (Note: additional leadership skill over level 10 is only useful when preaching, allying mission in city hall and probably bartering?) |- | '''Musician''' | Bonus happiness to others during missions (Note: this is also a randomly "triggered" bonus) |- | '''Negotiator''' | Bonuses while trading with factions (Note: Triggers very often, but requires the faction to have at least one unit of food or materials or fuel left in their stock, the ones that you trade them do not count for that purpose)(Gain bonus respect if player decline the offer.) |- | '''Preacher''' | More effective while working in a church (Triggers an event periodically, grant devout perk to one survivor.) |- |'''Peacekeeper''' |Reduces chances of riots and fights. |} === Defense === {| class="wikitext" border="1" |- | '''Fighter''' | +3 Defense skill |- | '''Firearms Training''' | +1 Defense with anything from pistols to machine guns (Note: This perk can be activated twice(+2 defense) if both the survivor's equipment fits the firearms criteria. Namely, the flare gun.) |- | '''Melee Training''' | +1 Defense with anything from a shovel to a sword (Note: This perk can be activated twice(+2 defense) if both the survivor's equipment fits the melee weapen criteria.) |- | '''Hand to Hand Combat''' | +2 Defense when no weapon equipped |- | '''Demolitions''' | Explosives do extra damage (Does this really exist? Unseen on all websites and games I've played. Also, explosives always kill all zombies, and thus increasing it's damage is not meaningful at all.) |- | '''Commander''' | All survivors gain +0.5 to defense |} === Building === {| class="wikitext" border="1" |- | '''Handyman''' | +3 Building skill |- | '''Artist''' | Happiness bonus when fortifying buildings |- | '''Redecorator''' | May automatically convert useless [[Building|buildings]]. (Convert into buildings that player can build. Reaction without the "construction" tech is untested) ''(Note: This means that very infrequently, the survivor will trigger a random event to instantly convert a useless building in your fortress like an XXor Gas to a building that serves a purpose (i.e. farm). It does not improve any of the missions that you assign the survivor to. Also, keep in mind that some "useless" buildings can still have event uses. For example XXor Gas can be used in Last Judgement event, and 8-12 Mart can be used in "Ice Cream" event, making this perk have a potentially negative effect.)'' |- | '''Tools Expert''' | Double skill bonus from tools. (The bonuses gained are solely those that apply to the Building skill; no Defense or other bonuses are gained.; works with weapons, tools and cats.) |- | '''Defenses Expert''' | Grant +0.5 defense to all buildings |- |'''Fearless Reclaim''' |Can [[Reclaiming|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.'' ''<u>For local survivors</u> 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)'' ''<u>And for persistent survivors</u> 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.'' ''<u>Situation 1 - early game, persistent survivor, no R.E.D. mc perk.</u> '''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.'' ''<u>Situation 2 - early game, persistent survivor, R.E.D. perk on mc.</u> '''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.'' ''<u>Situation 3 - late game, persistent survivor, no R.E.D. mc perk, low difficulty.</u> '''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.'' ''<u>Situation 4 - late game, persistent survivor, R.E.D. perk on mc, low difficulty.</u> '''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.'' ''<u>Situation 5 - late game, persistent survivor, no R.E.D. mc perk, high difficulty.</u> '''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.'' ''<u>Situation 6 - late game, persistent survivor, R.E.D. perk on mc, high difficulty.</u> '''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.'' ''<u>Situation 7 - endgame, local survivors, no R.E.D. mc perk.</u> '''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.'' ''<u>Situation 8 - endgame, local survivors, R.E.D. perk on mc.</u> '''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.'' ''<u>Situation 9 - endgame, persistent survivor, high difficulty.</u> '''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 === {| class="wikitext" border="1" |- | '''Resourceful''' | +3 Scavenging skill |- | '''Good Cook''' | Bonus food production ''(Note: This means that on rare occasion, this survivor will trigger an event that instantly creates food that equals to your population.)'' |- | '''Green Thumb''' | Bonus food while farming (Note: this is also a randomly "triggered" bonus and it gives 20 food.) (Also obtained when equipped with Pitchfork or Pea Shooter) |- |'''Hunter''' |Improves hunting missions. learn-able and given by hunting rifles, crossbows and Melanie's boomerang. |- | '''Hoarder''' | Extra building materials while scavenging (Note: this is also a randomly "triggered" bonus) |- | '''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 === {| class="wikitext" border="1" |- | '''Genius''' | +3 Engineering skill. |- | '''Bookworm''' | Research bursts, +2 Engineering from books. ''(Note: "Research Bursts" means that if this survivor is working in a Laboratory, then there is a chance that the current research project will abruptly finish early. The "burst" effect only applies to technologies being researched by that specific survivor, however.)'' |- | '''Crafter''' | Creates extra items in the workshop. ''(Note: The extra items created (appears as an event) are free, i.e. crafting extra traps doesn't cost extra materials.)'' |- | '''First Aid''' | Reduces chance of death on missions. |- | '''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.)'' |}
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