guides

Last update:11 May 2016

Three useful perks here, two out of which form a thread.

One of them is compulsory.

The remaining two, not as much, but they still may be useful.

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Trained Physician, level 3- It decreases the duration of the post-reanimation effect by 25%.

It is worth buying, if you have problems with that.

Smooth Operator, level 6- +20 CON while reanimating party members.

PC

For surgeon this perk is necessary and it increases the lifespan of the party.

If you have bought the previous one, buy this one also.

Three independent perks, two out of which are of highly limited use.

PC

The remaining one requires developing two perks.

Cyber Scrounger, level 2- You receive electric fuel cells after you use the perk.

This one is a strange perk that also requiresComputer Sciencelevel 2 and it works after both have been used.

PC

For a character that specializes in only one of the two, this perk is useless.

Otherwise, buy it to get more ammo.

Quick Reflexes, level 4- Increases your chance of avoiding enemy reactions, by 25%.

PC

In other words, rarely.

For this reason, this is not a particularly good choice.

Ghost, level 6- thanks to this perk, your character does not cause reaction mode in enemies.

PC

Identical as in the case of the previous perk.

While developing this perk to 100%, buy one and the rest depending on what you need.

Later into the game, it is highly useful, so take it.

PC

Overclocker, level 8- The hacked robots automatically receive the bonus of overclocking.

If you often seize enemy machines, buy it.

Otherwise there is no need to.

PC

One independent perk that requires you to develop two perks.

it’s possible for you to buy it but there is no need to.

Master Thief, level 10- While using Safecracking, you do not risk a critical fail.

PC

This one is a bizarre perk.

One of them becomes useful later into the game, whereas the other one is not that necessary.

One is a good idea to buy one, and it would be good to buy the other.

PlayStation

Handyman, level 3- using the mechanical repair skill does not result in critical failure.

This is useful, as long as you forget that there is an option to save.

Armour Maintenance, level 6- -20% damage from energy weapons.

Xbox

Later into the game, it is very useful, especially while you are fighting with robots and synths.

Two independent perks of identical features, which every medic should have.

On the Mend, level 3 -+10% to effectiveness of healing items.

Nintendo

Stimpaks, level 7- Each turn, it heals 2% CON of the character.

In other words, the longer the fight, the less wounds the character has.

It is a good idea to buy it, even if combat is a secondary line for your medic.

Wasteland 2

Buy, at least, one of them, although all are useful.

you gotta tune the character to them, but this pays off.

Long Arm, level 2- increases the range of grenade-throwing by 10%.

For the characters that throw grenades it is a must have.

The rest of sappers can leave it out.

Improvised Explosives, level 4- 25% of chances to craft an additional grenade, while disarming traps.

Take it as soon as this perk gets available.

Bomberman, level 6- Increases the radius of explosives by 15%.

If your character uses explosives, buy it.

Otherwise, ignore it.

Junk Diver, level 2- When you find junk, you get 50% chances of finding another junk.

It is a good idea to get it, to add to the party’s finances.

Toaster Expert, level 6- 50% of chances to find additional loot, while fixing a toaster.

it’s possible for you to buy it, but it will probably not pay off too much.

One independent perk that requires two skills to be developed.

you’re free to buy it, but there is no need to.

Master Thief, level 10- See: the identically named perk inSafecracking.

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