DayR Wiki
DayR Wiki
Information on this page is accurate for version v.671 and can differ from the current info in v.690.


Perks give various advantages while looting, fighting, farming and so on. They are given to the player by leveling up.

Each time you level up starting at level 10 you'll be able to choose 1 perk out of 3 options (or 1 out of 5 options if you have premium).

You can have a maximum of 91 perks. You can choose to return a perk and choose a new one at the cost of 20 caps, as well as re-roll the selection while choosing

Perks can also give bonuses on the fighting terrain, allowing the player to perform counter-attacks, free-attacks, having a lesser chance of missing an attack, etc.

Perks are given to you according to your level, meaning that it is impossible for a level 10 player to get the headhunter perk for example, as there are no human enemies at the beginning of the game.

If the player dies and goes back a level, he does not lose any perks; but at the next level up, back to the level you had been before you died, you will not get a new perk for that same level.

Important perks

Some of the perks are considered important and will therefore always appear when reaching a certain level.

These perks will always appear in the perks selection until you pick them.

You can use this opportunity to select other perks that only appear randomly.

In other words, if one of these perks appears alongside another desirable perk, you can pick the random perk, and the important perk will reappear at the next level up.

The two perks in this category are Tactic and Strategy. This applies to all levels of these perks.

Perk categories

Perks are divided into three different categories: Gold, Silver and Bronze.

  • Gold perks are the hardest to obtain but they offer the best benefits without having to sacrifice any other attributes.
  • Silver perks offer decent benefits but sometimes require you to sacrifice other attributes.
  • Bronze perks offer smaller benefits without having to sacrifice any attributes. These are better if stacked up to level 3 and above.


  • Name: the name of the perk in-game.
  • Effect: the listed effect of the perk in-game.
  • Stat Increase Per Level: the amount the perk changes each time a new level of that perk is chosen.
  • Max Level: the maximum value that a perk that can reach.
  • Character Level required: the level at which that tier of the perk is first available (it will still be available after that level).

Gold Perks

link={{{2}}} Gold
Name Effect Stat Increase Per level Max Level Character level required
Strapping Lad

Increase 5 HP to maximum health

+5 Max HP 10 10/15/20/25/30/


Training Increase initial AP +1 starting AP 5 15/20/30/50/70
Truck Increases transport weight capacity +5% weight cap 3 30/50/70
Tactic Increases AP restored +1 AP restored 2 10/55
Strategy Increases max AP +1 Max AP 2 35/70
Energetic Increases max energy +25 Max energy 2 20/50
Camel Increases max water +25 Max water 2 20/50
Well fed Increases max food +25 Max food 2 20/50
Dual wielding Allows to create and use dual pistols - 1 25
Poisoner Makes it possible to apply poison to crossbow bolts - 1 10
Avenger Return fire with a pistol (once per turn) - 1 25
Nobody Leaves Rifle fire when your opponent moves into the blast zone (once per turn) - 1 45
Executioner Killing restores 1 AP - 1 35
Lucky Devil Extra chance to survive a battle - 1 30
Raw Diet

Immunity to food poisoning and parasites but damage from hunger is multiplied by 5

- 1 10
Night Vision Can search in the dark, but takes twice as long - 1 30
Trickster After moving, you get a +20% dodge chance until end of turn - 1 55

Silver Perks

link={{{2}}} Silver
Name Effect Stat Increase Per level Max Level Character level required
Lead Skin Increases Radiation Resistance +1 Rad resist 5 30/40/50/60/70
Thirsty for Fuel Increases quantity of fuel found +5% More fuel found 5 30/40/50/60/70
Moonshiner Increases amount of alcohol from barrels +10% more yield 3 75/80/90
Steelmaker Increases amount of steel from furnace +10% more yield 3 87/93/97
Chain Smoker Cigarettes have no negative effects, but you are addicted to them forever - 1 10
Raging Alcoholic Alcohol has no negative effect, but you are addicted to it forever - 1 10
Increased Metabolism *Perk is not available with the latest version. Health is restored twice as fast but food and water is depleted quickly - 1 10
Crossbow Range Crossbow Range +1 - 1 10
Pistol Range Pistol Range +1 - 1 20
Speed Walker Battle Movement Range: +1 - 1 25
Grenade Launcher Range Grenade Launcher Range +1 - 1 75
Friendly Fire Your blanket attacks do no damage to you (including your pets) - 1 30
Grenadier AP needed to throw grenades -1 - 1 40
Gunner AP needed to use the grenade launcher -1 - 1 85
Hail of Lead Machine Gun Damage +50%

Ammo Expenditure +100%

- 1 50
Point-Blank Range Increases assault rifle damage but reduce their range - 1 40
Sniper Rifles deal twice as much damage but require 1 additional AP - 1 50
Jack Be Nimble Increased dodge chance +5% dodge chance 5 20/35/50/65/80
Sharp Eye Increases hit chance +5% hit chance 5 15/30/45/60/75
Butcher Increases amount of resources (meat, bones, etc) when butchering a carcass +25%/50%/100% resources 3 20/30/40
Farmer Increases crop yield from the greenhouse +25%/50%/100% yield 3 75/80/85
Herbalist Increases amount of herbs, mushrooms, and berries collected +50%/100%/150% collected 3 10/15/20
Scavenger Increases quantity of components found +25%/50% components found 2 10/50

Bronze Perks

link={{{2}}} Bronze
Name Effect Stat Increase Per level Max Level Character level required
Rifle Expert Increases Rifle Damage

+5% Rifle damage

5 50/60/70/80/90
Assault Rifle Expert Increases Assault Rifle Damage

+5% Assault rifle damage

5 30/40/50/60/70
Machine Gun Expert Increases MG damage

+5% Machine gun damage

5 50/60/70/80/90
Pistol Expert Increases Pistol Damage

+5% Pistol damage

5 10/20/30/40/50
Explosives Expert Increases Explosives Damage +5% Explosive Damage 5 25/35/45/55/65
Crossbow Expert Increases Crossbow Damage +5% Crossbow damage 5 10/20/30/40/50
Melee Expert Increases Melee Damage +5% Melee Damage 5 10/20/30/40/50
Saving on Weapon Costs Increases Weapon Durability

+10% Weapon durability

5 10/20/30/40/50
Saving on Armor Costs Increases Armor Durability +10% Armour durability 5 10/20/30/40/50
Saving on Filter Costs Increases Gas Masks' filter durability +10% Gas mask durability 5 20/30/40/50/60
Saving on Motor Costs Increases Vehicle Durability +10% Vehicle durability 5 30/40/50/60/70
Lasting Effect Increases the duration of positive effects +10% Effect time 5 20/30/40/50/60
Magic Touch Increases crafting speed +25% Crafting speed 5 10/20/30/40/50
Armadillo Increases Armor +5% Armor points 4 10/30/50/70
Angler Increases quantity of fish caught +50% Fish caught 3 10/15/20
Headhunter Increases Damage vs. People +10% Damage to people 3 40/60/80
Hunter Increases Damage vs. Animals +10% damage to non-radioactive animals 3 10/20/30
Lumberjack Increases amount of wood found +50% wood collected 3 10/15/20
Marathon Runner Increases Walking Speed +3/5/10 km/h 3 10/25/45
Monster Hunter Increases Damage vs. Mutants +10% damage to mutant animals/event enemies 3 25/45/65
Mule Increases Carrying Capacity +15/30/50kg 3 10/15/20
Need for Speed Increases Vehicle Speed +10% vehicle speed 3 20/30/50
Strong Immune System Reduces sickness and injury duration -10% Disease and injury Duration 3 20/40/60
Veteran Looter Increases Search Speed +10% Search Speed 3 10/30/50


  • Sniper also applies to Handmade shotgun.
  • Magic Touch affects almost anything that has a loading bar. This includes all crafting, forging, repairing, disassembling cars, boiling water, loading batteries, disassembling broken gas masks, draining fuel and many others. Some exceptions are: kindling a fire using any of the fire sources, reading dusty books and collecting wood by hand.
  • Assault Rifle Expert affects weapons classified as assault rifles. Note that this excludes RPK-74, as it is classified as a machine gun.
  • The only weapons considered as grenade launchers are Handmade rocket launcher and RPG-7.
  • Saving on *x* costs: This perks does not work as it would sound like: it does not add the percentage to the durability. Instead, it makes the item lose durability slower; e.g. a vehicle with a base durability of 5,000 km would not have 7,500 KM (100% + 50%), but would instead have 10,000 KM (-50% wear, meaning it breaks down half as fast)
  • Increased Metabolism was removed. Increases food and water reduction rate, but also increases health regeneration.
  • Light Step was removed. Used to remove the 1 AP cost of moving. In recent versions moving costs no AP by default.