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Perks are a survivor attribute that affects the character's starting equipment and stats. Some perks grant unique abilities to the character.

All perks can be "leveled up" to make them more effective by performing tasks associated with that perk, such as leveling fitness or healing group members. There are three levels to each perk, and each level up contributes additional stat boosts or starting items.

As of an update, eight new perks were added that can be purchased in Zombo Town.

List of Perks

Perk Base Benefits Level Up
Athlete An athletic past translates well into zombie survival.
  • Start with a random sports weapon
  • Gain 1 point in fitness
  • Gain 1 point in strength
Level 2
  • +1 fitness

Level 3

  • +1 strength
Big Bruiser Moves slow, hits real hard, takes a beating!
  • Start with a better unarmed attack
  • Take one more hit than normal
  • Slower walking speed
  • Gain 1 point in strength
Level 2
  • +1 strength

Level 3

  • +1 strength
Car Nut Being a car enthusiast is practically a superpower now!
  • Start with a nicer car
  • Gain 1 point in mechanical
Level 2
  • +1 mechanical

Level 3

  • +1 mechanical
Ex-Wrestler* Was top dog before a tragic mishap in the ring!
  • Pick up downed zombies, then throw or slam them
  • Penalty to maximum shooting, strength, and fitness
  • Gain 1 point in fitness
Level 2
  • +1 strength

Level 3

  • +1 fitness
Explorer Some people have a really good sense of direction when driving!
  • One extra location choice during ABL events
Level 2
  • Less gas for ABL rerolls

Level 3

  • Much less gas for ABL rerolls
Fighter This person has always been a real fighter.
  • Start with a hatchet
  • Gain 1 point in strength
  • Gain 1 point in shooting
Level 2
  • +1 strength

Level 3

  • +1 shooting
Friend of Dog This person love dogs, and tends to run into them!
  • Angry dogs may become friendly
  • Can use "Dog Psychology" on trader dogs
Level 2
  • 35% chance for recruit to be a dog

Level 3

  • 70% chance for recruit to be a dog
Gun Collector You knew hoarding all those guns would be useful! Eventually. You just knew it! Level 2
  • +1 shooting
  • rifle and rounds

Level 3

Gungineer Good with anything mechanical, and guns are mechanical.
  • Start with a crowbar
  • Gain 1 point in shooting
  • Gain 1 point in mechanical
Level 2
  • +1 shooting

Level 3

  • +1 mechanical
Health Care Jerks get bit by zombies all the time. Better be prepared! Level 2
  • +1 medical
  • +1 medical supplies

Level 3

  • +2 medical supplies
Hidden Potential* Looks unassuming but can exceed others with training!
  • Gain a point in either strength or fitness at random, it can then go 1 over the maximum
Level 2
  • 1 point in the other skill

Level 3

  • Random point in fitness or strength
Martial Artist No weapons? No problem!
  • Start with a powerful two-hit unarmed attack
  • Refuses to shoot firearms
  • Gain 1 point in fitness, 1 in strength
Level 2
  • +1 fitness

Level 3

  • +1 fitness
  • fitness can go one point over the maximum
Mechanic The car is life! Not necessarily a COMPETENT mechanic.
  • Start with a wrench
  • Gain 1 point in mechanical
  • Gain 1 point in fitness
Level 2
  • +1 mechanical

Level 3

  • +1 fitness
Megabuff Possibly too swole to control. Handy for picking up and throwing heavy furniture! Level 2
  • +1 strength

Level 3

  • +1 strength
Natural Shot* A natural at shooting! Just needs more training and maybe even a gun and ammo!
  • Gain 1 point in shooting
  • Shooting can go 1 point over the usual maximum
Level 2
  • +1 shooting

Level 3

  • shooting can go two points over the maximum
Pathfinder* Hiking experience helps avoid forest terrors!
  • Removes a penalty event from the 1st walking day, every time you lose the car
Level 2
  • 60% chance to skip penalty for next walking day

Level 3

  • 75% chance to skip penalty for next walking day
Shield of Hope* Keeps going through sheer willpower!
  • Protects against fatal hits of morale is over :(
  • Will still die to some instant-kill events
  • You lose 4 morale each time you evade death
Level 2
  • Lose 3 morale, instead

Level 3

  • Only lose 2 morale
Surgeon Has a good intuition of anatomy and a real steady hand.
  • Start with a cleaver
  • Gain 1 point in medical
  • Gain 1 point in shooting
Level 2
  • +1 medical

Level 3

  • +1 shooting
T*S*T*C* Definitly too swole! REFUSES to do cardio!
  • Starts at full strength
  • May train strength 6 times over the maximum
  • Can't raise fitness
Level 2
  • Fitness rises to 1

Level 3

  • Fitness rises to 2
Top Seller* Good salesmanship still has its own niche!
  • Gets 1-5 extra food when selling to a weapons buyer
  • No morale penalty when paying bandit tolls with food
Level 2
  • Bandit tolls are less

Level 3

  • Even smaller tolls
Trademark Weapon* Stands out from the crowd, with a signature weapon!
  • Starts with an aluminum bat by default. This weapon may change depending on trait!
  • Can not drop this weapon, even in death.
Level 2
  • +1 fitness

Level 3

  • +1 shooting
Ultrafit All that yoga really paid off! Level 2
  • +1 fitness

Level 3

  • +1 fitness
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