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Information on this page is accurate for version v.735 and can differ from the current info in v.802.


Details

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

Each time the narrator levels 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).

The narrator can have a maximum of 91 perks out of the 188 possible (including perk levels). You can choose to return a perk (reducing it by one level if it has multiple levels) and choose a new one at the cost of 30 caps, as well as re-roll the selection while choosing

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

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

If the narrator dies and goes back a level, he does not lose any perks; but at the next level up, back to the level the narrator had been before he died, he 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 the narrator 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.

Info

Narrator Level required is the level at which that tier of the perk is first available. Some perks have multiple levels with stronger effects. The values are noted by slashes in the table below. For example, for Thirsty for Fuel II, the amount of fuel found would be +10%, and this perk can appear from narrator level 40 onwards.

Icon Name Effect Character Level Required
Need fuel
Thirsty for Fuel

 

Amount of fuel found: +5/10/15/20/25% 30/40/50/60/70
Butcher
Butcher

 

Amount of resources when butchering a carcass: +25/50/100% 15/30/55
Farmer
Farmer

 

Amount of crops harvested: +25/50/100% 75/80/85
Woodcutter
Lumberjack

 

Amount of wood found: +50/100/150% 10/25/50
Fisher
Angler

 

Amount of fish found: +50/100/150% 10/25/40
Herbalist
Herbalist

 

Amount of herbs, mushrooms, and berries collected: +50/100/150% 10/25/45
Scavenger
Scavenger

 

Amount of components found: +25/50% 10/50
Thrift armor
Saving on Armor Costs

 

Armor durability loss: -10/20/30/40/50% 10/20/30/40/50
Thrift motor
Saving on Motor Costs

 

Vehicle durability loss: -10/20/30/40/50% 30/40/50/60/70
Thrift gasmask
Saving on Filter Costs

 

Gas mask durability loss: -10/20/30/40/50% 15/30/40/50/60
Thrift weapon
Saving on Weapon Costs

 

Weapon durability loss: -10/20/30/40/50% 10/20/30/40/50
Immunity
Strong Immune System

 

Duration of illness and injuries: -10/20/30% 10/40/60
Immunity2
Lasting Effect

 

Duration of positive effects: +10/20/30/40/50% 10/30/40/50/60
Plumbum skin
Lead Skin

 

Radiation resistance: +1/2/3/4/5 30/40/50/60/70
Mule
Mule

 

Carry capacity: +15/30/50 kg 10/20/30
Marathon
Marathon Runner

 

Walking speed: +3/5/7 km/h 10/20/30
Need speed
Need for Speed

 

Vehicle speed: +10/20/30% 10/30/50
Night vision
Night Vision

 

Minimum light: +50% 30
Skillful fingers
Magic Touch

 

Crafting speed: +25/50/75/100/150% 10/20/30/40/50
Marauder
Veteran Looter

 

Looting speed: +10/20/30% 10/30/50
Raw eater
Raw Diet

 

Immunity to food poisoning and parasitic worm, but maximum health is reduced by 50 10
Healthy
Strapping Lad

 

Maximum health: +10/25/45/70/100 10/15/25/35/45
Wellfed
Well Fed

 

Maximum food: +25/50 20/50
Camel
Camel

 

Maximum water: +25/50 20/50
Energetic
Energetic

 

Maximum energy: +25/50 20/35
Smoker
Chain Smoker

 

Cigarettes have no negative effects, but you are addicted to it forever 10
Alcoholic
Raging Alcoholic

 

Alcohol has no negative effects, but you are addicted to it forever 10
Armadillo
Armadillo

 

Armor points: +5/10/15/20% 10/30/50/70
Training
Training

 

Starting action points: +1/2/3 30/60/90
Strategy
Strategy

 

Maximum action points: +1/2 40/80
Tactic
Tactic

 

Restore action points: +1/2 18/68
Walker
Speed Walker

 

Battle movement speed: +1 50
Friendly fire
Friendly Fire

 

Your blanket attacks deal no damage to allies 30
Lucky
Lucky Devil

 

You get an additional chance to survive in battle (if you take a fatal hit, instead set health to 1 until the end of the turn) 30
Executioner
Executioner

 

Killing an enemy restores 1 AP (max 2 per turn) 35
Accurate eae
Sharp Eye

 

Hit chance: +5/10/15/20/25% 15/30/45/60/75
Nimble
Jack be Nimble

 

Dodge chance: +5/10/15/20/25% 20/35/50/65/80
Expert melee
Melee Expert

 

Melee damage: +5/10/15/20/25% 10/20/30/40/50
Expert crossbow
Crossbow Expert

 

Crossbow damage: +5/10/15/20/25% 10/20/30/40/50
Expert pistol
Pistol Expert

 

Pistol damage: +5/10/15/20/25% 10/20/30/40/50
Expert rifle
Rifle Expert

 

Rifle damage: +5/10/15/20/25% 50/60/70/80/90
Expert assault rifle
Assault Rifle Expert

 

Assault rifle damage: +5/10/15/20/25% 30/40/50/60/70
Expert machine gun
Machine Gun Expert

 

Machine gun damage: +5/10/15/20/25% 65/70/75/80/90
Expert explosive
Explosives Expert

 

Explosion damage: +5/10/15/20/25% 30/40/50/60/70
Expert shotgun
Shotgun Expert

 

Shotgun damage: +5/10/15/20/25% 25/35/45/55/65
Grenadier
Grenadier

 

Grenade throw range: +1 25
Range pistol
Pistol Range

 

Pistol range: +1 20
Range crossbow
Crossbow Range

 

Crossbow range: +1 10
Range launcher
Grenade Launcher Range

 

Grenade launcher range: +1 88
Avenger
Avenger

 

Return fire with a pistol (once per turn) 25
Nobody leaves
Nobody Leaves

 

Rifle fire when opponents start moving in your range (once per turn) with miss chance: 40/25/10% 45/70/90
Sniper
Sniper

 

Rifle requires 1 more AP but deals more damage: +30/40/50% 50/65/80
Point blank shooting
Point-Blank Range

 

Assault rifle range -1, damage +25% 40
Plumbum rain
Hail of Lead

 

Machine gun ammo consumption +100%, damage: +30/40/50% 50/70/90
Hunter animal
Hunter

 

Damage vs animals: +10/20/30% 10/20/30
Hunter mutant
Monster Hunter

 

Damage vs mutants: +10/20/30% 25/45/65
Hunter human
Headhunter

 

Damage vs people: +10/20/30% 40/60/80
Dodger
Trickster

 

After moving, until next turn gains dodge chance: +10/15/20% 40/55/80
Dual wield
Dual Wielding

 

Allow you to make and use dual pistols 25
Poisoner
Poisoner

 

Allow you to make and use poisoned crossbow 10
Moonshiner
Moonshiner

 

Amount of alcohol obtained from barrels: +10/20/30% 75/80/85
Truck
Truck

 

Transport carry capacity: +5/10/15% 30/50/70

Notes

  • Nobody leaves can be combined with sharp eye to increase hit chance
  • 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.

'Trivia

See also

Advice
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