About this mod
Perks are reworked to give you more freedom and make spending skill points feel more meaningful and powerful, but still balanced overall.
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For 7 Days To Die v1.0
Perks are reworked to give you more freedom and make spending skill points feel more meaningful and powerful, but still balanced overall.
Three commonly voiced issues with the vanilla Perk system:
- Perks are gated behind attributes, forcing the player into a particular playstyle.
- Each rank of a perk gives small, incremental adjustments rather than large, noticeable boosts.
- Many Perks feel underwhelming, so they are almost never used by players.
To address these issues, PerkRework:
- Removes all attributes (Strength, Agility, etc.). There are 5 new Perk trees (for organization only) with all Perks unlocked from the start. In other words, you can invest your points into any perk at any time.
- Combines many under-used vanilla perks to make them more effective.
- Adjusts all Perks to have just 3 ranks each.
For all Perks:
- Rank 1 costs 1 Skill Point
- Rank 2 costs 3 Skill Points, and its effects are generally (but not always) double that of Rank 1
- Rank 3 costs 7 Skill Points, and its effects are generally (but not always) double that of Rank 2.
- Rank 3 is equal in power to the maximum Rank of the same Perks from vanilla.
This means that to max out any Perk, it will cost 11 skill points. Even though there are about half as many Perks (only 25 vs vanilla's 50), completely maxing all Perks will cost 275 skill points.
(In vanilla, it would cost 287 skill points, but you wouldn't grab all of the Perks because some just don't feel like they do anything.)
Since there are far fewer Perks, playing with PerkRework means you will be spending skill points less often, and saving up your skill points for the ones you really want. But when you spend your points, you notice the difference right away. It leads to a slow and thoughtful playstyle where choices about where to spend your points feel meaningful.
Examples:
At level 5, you have 8 skill points to spend (4 from the starter quest + the 4 levels you've gained). You prefer knives for melee, but shotguns are your go-to ranged weapon. You also want to concentrate on salvaging and vehicles. You decide to spend 4 points (1 for Rank 1, 3 for Rank 2) to get Deep Cuts to Rank 2. This is equivalent in vanilla to having about Rank 2 Deep Cuts plus the knife benefits from about Rank 4 Agility and between Rank 1 and 2 Whirlwind. You could either spend the remaining 4 points to get Boomstick to Rank 2 (1 + 3), or you could spend 1 point in Boomstick and 1 point in Grease Monkey, and save the other 2 points for later.
At level 20, you've saved up 7 unspent points. Your Deep Cuts is at Rank 2. You could spend all 7 points to maximize Deep Cuts and get it to Rank 3. This is equivalent in vanilla to having Rank 5 Deep Cuts plus the knife benefits from Rank 10 Agility and Rank 3 Whirlwind. Or, you could spread the points into lower ranks, perhaps getting Parkour (which includes vanilla's Rule One Cardio) and Armorer (which is both Medium and Heavy Armor) from Rank 1 to Rank 2 (3 points each). You could invest the last point into Rank 1 Miner 69'er (which includes vanilla's Mother Lode).
Detailed Changes
- Attributes (Perception, Fortitude, Strength, Agility, and Intellect) have been removed.
- Armor mods that give bonuses to attributes have been removed.
- Attribute bonuses from other mods (such as the Strength bonus on Cigars) have been removed.
- Attribute bonuses and penalties from all buffs have been removed.
- All Perks are unlocked from the beginning of the game.
- All Perks now have 3 Ranks, costing 1/3/7 points for Ranks 1/2/3.
- All Perk scaling has been adjusted, so that Rank 2 is about twice as powerful as Rank 1, and Rank 3 is about twice as powerful as Rank 2. Rank 3 has the same effects as equivalent Perks from vanilla.
- Charismatic Nature Perk has been removed.
- All vanilla Attribute bonuses to weapons and tools have been incorporated directly into all of the weapon and tool Perks they effected previously.
- Chances for finding magazines in loot have been moved to the logical perks, such as Armor magazines in Armorer, Electrical magazines in Tinkerer (and still Electrocutioner), and so on.
New Perk Tree
Melee Combat / Melee Weapons
- Deep Cuts: Vanilla effects + Vanilla attribute effects + Flurry effects.
- Electrocutioner: Vanilla effects + Vanilla attribute effects + Flurry effects + Physician Stun Baton effects.
- Pummel Pete: Vanilla effects + Vanilla attribute effects + Flurry effects.
- Skull Crusher: Vanilla effects + Vanilla attribute effects + Flurry effects.
- Spear Master: Vanilla effects + Vanilla attribute effects + Flurry effects.
- The Brawler: Vanilla effects + Vanilla attribute effects + Flurry effects.
Ranged Combat / Ranged Weapons
- Archery: Vanilla effects + Vanilla attribute effects + Run And Gun spread reduction.
- Boomstick: Vanilla effects + Vanilla attribute effects.
- Dead Eye: Vanilla effects + Vanilla attribute effects + Run And Gun spread reduction.
- Demolitions Expert: Vanilla effects + Vanilla attribute effects.
- Gunslinger: Vanilla effects + Vanilla attribute effects + Run And Gun spread reduction.
- Machine Gunner: Vanilla effects + Vanilla attribute effects + Run And Gun spread reduction.
Defense / Metal
- The Armorer: Merged vanilla Heavy and Medium Armor into this Perk. Also increases chance to find Armor magazines.
- The Tinkerer: Merged vanilla Turrets and Traps effects from vanilla Advanced Engineering and Infiltrator into this Perk.
Defense / Body
- Irradiated: Merged vanilla Healing Factor, Pain Tolerance, and Physician (health related only) effects into this perk.
- The Commando: Merged vanilla Penetrator, Run And Gun (movement speed penalty reduction), and Hidden Strike effects into this Perk.
Survival / Fitness
- The Outfitter: Merged vanilla Pack Mule, Well Insulated, and From The Shadows effects into this Perk.
- Parkour: Merged vanilla Parkour and Rule One Cardio effects into this Perk.
Survival / Food
- The Hunter-Gatherer: Merged vanilla Animal Tracker, The Huntsman, and Living Off The Land effects into this Perk.
- Master Chef: Merged vanilla Master Chef and Slow Metabolism effects into this Perk.
Ingenuity / Machinery
- Miner 69'er: Merged vanilla Miner 69'er and Mother Lode effects into this Perk.
- Advanced Engineering: Removed vanilla Trap effects (moved to The Tinkerer Perk). Merged other vanilla Advanced Engineering effects, Lock Picking effects, and the chem station bonus from Physician into this Perk.
- Grease Monkey: Merged vanilla Grease Monkey and Salvage Operations effects into this Perk.
Ingenuity / Supplies
- Lucky Looter: Merged vanilla Lucky Looter and Treasure Hunter effects into this Perk.
- Daring Adventurer: Merged vanilla Daring Adventurer and Better Barter effects into this Perk.
PEZ Mods
All PEZ mods work well together: