Perks return in Wasteland 3, separated into three categories:
Generic perks anyone can pick.
Skill-related perks that require a certain skill level to pick.
Special perks that can't be picked, but can be acquired through other means.
These perks are available to every ranger and companion.
The following perks are unlocked at the Ranger HQ (
Peterson Air Force Base).
These are extra-special perks.
Adds the Puncturing Shot ability (5 AP)
Enemies have 25% less benefit from Cover when attacking them
Spray N Pray
Adds the Spray 'N' Pray ability (5 AP)
Gain +15% damage with Submachine Guns while not in cover.
If you attack a target twice in a row with an Assault Rifle, the second is always a critical hit.
If you move more than 5 spaces, your next SMG attack costs no AP (once per turn).
Killing an enemy with an automatic weapon gives +3 AP.
Gain +0.5 Combat Speed on the first turn of combat while using Big Guns
Grants the Suppressing Fire ability (5 AP)
Flamethrowers Engulf characters, reducing their Hit Chance by -15%.
Grants the Pressure Cooker ability (5 AP).
Gain +20% Evasion and +10% Hit Chance in Low Cover when using a heavy machine gun.
Increase the firing arc of HMGs and Flamethrowers by +35%.
Grants the Shaolin Surprise ability (2 AP).
Brawling combo maximum increased to 10x.
Brawling combo Critical Chance increased by 2x
Flurry of Blows
Brawling attacks cost -1 AP
Grants the Shredder Shot ability (4 AP)
Your Strike Meter charges a bonus 5% with each successful handgun attack
Grants the Trick Shot ability (4 AP).
Shotguns do +100% damage vs. Cover.
Your first attack after reloading an empty weapon costs no AP.
Shotgun attacks gain +25% damage for each enemy hit by the same shot.
Attacking a melee enemy on the turn after they hit you deals +50% damage.
Grants the Mark Target ability (2 AP).
Precision Strikes with sniper rifles have significantly higher chances of inflicting critical effects.
Gain +10% hit chance with sniper rifles if you don't move for 1 turn.
Ambush attacks with sniper rifles that kill your target don't end the ambush.
Animal Companions gain bonus CON and damage
Animal Companions provide improved passive bonuses.
If your Animal Companion drops to 25% CON, gain +50% Critical Chance and +2 AP.
Duck and Cover
Fire and Explosive Resistances +20%
Disarming land mines has a 33% chance to drop a grenade
You no longer set off land mines when stepping on them
Grants the Mortar Blast ability (7 AP)
Targets directly hit by rockets or grenades are automatic Critical Hits
Grenade blast radius and other AoE abilities gain +40% radius
When an ally is Downed in battle, gain +1 Combat Speed for 2 turns
Using healing items also boosts the target's max CON by +25% for 3 turns
Reviving allies has a chance of buffing them (+6% per First Aid level)
Gain +50% damage for 2 turns after reviving a downed ally.
Adds Overcharge ability (1 AP)
Energy damage is increased by 0.5 for every point of Armor the target has
Energy attacks have a 10% chance to electrocute enemies, dealing Energy damage to them and anyone standing nearby for 2 turns.
Buying multiple items provides a 20% discount
Junk items (excluding scrap) have a 5% chance of being sold for 40x their value
Grants the Rally ability (+2 AP to Allies in range)
Grants the Demoralize ability (2 AP)