The system of Perks is a new gameplay mechanic introduced in Wolfenstein: The New Order and subsequently appearing again in Wolfenstein: The Old Blood, albeit slightly reworked. Perks return in Wolfenstein II: The New Colossus, but reworked into three new trees for stealth, mayhem, and tactical (as all three trees are complemented and and tie into the Contraptions). Perks have been replaced by abilities in Wolfenstein: Youngblood, which occupy the same game-play mechanics but are tied into Youngblood's leveling system.
Overview[]
Perks are essentially a system of minor upgrades that enhances Blazkowicz's combat aptitude by increasing his maximum health, ammo count, and so on.
To unlock a perk, a certain requirement must be met and, in some cases, another prerequisite perk must be owned before it will register progress. All perks come with their own achievements.
In a single profile, perk progression (if cumulative) will not reset if an earlier save, chapter, or checkpoint is loaded, allowing patient players to grind progress or use an earlier save after unlocking a perk's prerequisite requirement. Selecting a new game or profile will reset the progress.
Note: Perks and unlock progression are not available when playing extra modes or Combat Challenges.
The New Order perks[]
The New Order's perk system is divided into four separate trees: Stealth, Tactical, Assault and Demolition. With certain exceptions, most of these perks are relatively simple and straightforward to unlock due to them tracking cumulative progress rather than requiring the performance of a specific action.
Due to the aforementioned loophole, one can manage to unlock a large portion of the skill map during the prologue.
![]() |
Scout I Stealth killing commanders will add interest points to the current map. Displays on-screen commander intel. Requirements: perform 1 stealth kill on a commander. |
![]() |
Knife throwing Unlocks the ability to throw knives at a target. Requirements: perform 5 stealth kills. |
![]() |
Knife sheath + Increases the amount of knives you can carry by one knife. Requirements: Knife throwing, perform 5 stealth kills with throwing knives. |
![]() |
Knife sheath ++ Increases the amount of knives you can carry by one additional knife. Requirements: Knife sheath +, perform 20 stealth kills with throwing knives. |
![]() |
Silent shot Increases damage when using silenced handgun. Requirements: perform 5 stealth kills with a silenced handgun. |
![]() |
Vampire Unlocks the ability to receive health from performing takedowns. Health points are added up to maximum health level. Requirements: Silent shot, perform 5 stealth takedowns while overcharged. |
![]() |
Scout II Displays commanders on the map. Requirements: perform 5 stealth commander kills. |
![]() |
Assassin Reduces the sounds made when sprinting. Increases movement speed when crouching. Requirements: perform 50 stealth kills on enemy soldiers and 5 stealth Kampfhund kills. |
![]() |
Deadeye Increases damage from headshots when aiming down a weapon's sights. Requirements: 3 assault rifle and 3 pistol headshot kills while aiming down the sights. |
![]() |
Quick draw Increases the speed with which weapons are equipped and unequipped. Requirements: perform 40 headshot kills. |
![]() |
Quick regeneration Increases the speed with which health is regenerated. Requirements: overcharge health to 200. |
![]() |
Gun magazine + Increases the handgun's magazine size. Requirements: perform 15 pistol kills from cover. |
![]() |
Shotgun magazine + Increases the shotgun's magazine size. Requirements: Gun magazine +, perform 10 ricochet kills with the Automatic Shotgun's shrapnel mode. |
![]() |
AR magazine + Increases the assault rifle's magazine size. Requirements: perform 80 assault rifle kills from cover. |
![]() |
Marksman magazine + Increases the Marksman's magazine size. Requirements: AR magazine +, perform 3 consecutive kills with the AR Marksman without leaving scope view. |
![]() |
Quick reload Increases the weapon reload speed. Requirements: perform 100 assault rifle kills, 50 handgun kills and 25 Marksman kills. |
![]() |
Double reload Increases the reload speed when dual-wielding. Requirements: perform 10 dual-wield kills. |
![]() |
Endurance I Increases the dual-wielding sprint speed. Requirements: perform 3 kills while sprint-sliding. |
![]() |
Scavenger Increases ammunition loot from dual-wield kills. Requirements: Endurance I, perform 3 kills in a row with dual-wielded assault rifles without releasing the trigger. |
![]() |
Bullet feeder Increases the ammunition storage for all turret guns. Requirements: perform 20 kills while mounted on a turret. |
![]() |
Endurance II Increases movement speed while holding a turret gun. Requirements: Bullet feeder, perform 5 consecutive kills in 10 seconds with the Machine Gun 1946 or Machine Gun 1960. |
![]() |
Autopanzer Unlocks the ability to receive armor from quick consecutive kills. Requirements: empty a fully-loaded LaserKraftWerk without missing. |
![]() |
LKW battery + Increases battery size for all energy weapons. Requirements: Autopanzer, perform 5 ricochet kills with an upgraded LaserKraftWerk. |
![]() |
Dual-wield expert Increases ammunition storage for all weapons. Increases the chance of dual-wield dismemberment. Requirements: perform 100 dual-wield kills and 25 LaserKraftWerk kills. |
![]() |
Throwback Unlocks the ability to throw back grenades. Requirements: kill 2 enemies with one grenade explosion. |
![]() |
Grenade pouch + Increases the amount of grenades you can carry by one grenade. Requirements: perform 10 grenade kills. |
![]() |
Grenade pouch ++ Increases the amount of grenades you can carry by one grenade. Requirements: Grenade pouch +, kill a commander with a grenade. |
![]() |
Bullseye Makes grenades detonate on target. Requirements: Grenade pouch ++, kill 5 mechanical enemies with grenades. |
![]() |
Rocket magazine + Increases the assault rifle's rocket ammunition storage. Requirements: Bullseye, perform 5 dual-wielded underbarrel launcher kills within 10 seconds. |
![]() |
Vaporize Increases explosive vaporization. Requirements: get 5 explosive kills by shooting enemies to make them drop their grenades. |
![]() |
Sentinel Reduces damage taken from own explosives. Requirements: Vaporize, kill 5 enemies by throwing back grenades. |
![]() |
Hardened Reduces damage taken from enemy explosives. Requirements: kill 50 enemies with grenades or the underbarrel launcher. |
The Old Blood perks[]
Perks in The Old Blood are no longer divided into separate trees with the exception of Health and Armor upgrades. Regardless, the same basic principle (and loophole) still applies.
![]() |
Armor upgrade I Unlocks the ability to overcharge armor. Requirements: collect 100 helmets from enemy soldiers. |
![]() |
Armor upgrade II Increases maximum armor points by 25. Requirements: overcharge armor to 200. |
![]() |
Health upgrade I Increases health regeneration speed by 30%. Requirements: overcharge health to 200. |
![]() |
Health upgrade II Increases health regeneration by 5 health points. Requirements: overcharge health to 250. |
![]() |
Health upgrade III Increases maximum health points by 25. Requirements: kill 5 enemies in a row while overcharged. |
![]() |
Eagle Eye Show markers in the world for collectibles. Requirements: perform 20 stealth kills on commanders. |
![]() |
Vampire Unlocks the ability to receive health from performing takedowns. Health points are added up to maximum health level. Requirements: perform 25 stealth takedowns. |
![]() |
Carry heavy machinegun Carry a heavy machinegun in inventory/weapon wheel. Requirements: kill 200 enemies with the Machine Gun 1946. |
![]() |
Quick turn Enables you to do a quick 180 turn and auto aim at the nearest enemy. Requirements: kill 50 enemies while hiding behind cover. |
![]() |
Tough Skin Reduces health loss from melee attacks. Requirements: smash the heads of 10 Shamblers with the pipes. |
![]() |
Schockhammer clip upgrade Increases the Schockhammer's clip-size by 6. Requirements: get 50 kills with the Schockhammer. |
![]() |
Bombenschuss clip upgrade Increases the Bombenschuss's clip-size by 5. Requirements: get 50 kills with the Bombenschuss. |
![]() |
Kampfpistole ammo storage upgrade Increases the Kampfpistole's ammo storage by 3. Requirements: get 50 kills with the Kampfpistole. |
![]() |
Grenade belt Increases the amount of grenades you can carry by 2. Requirements: kill 3 enemies with one grenade. |
![]() |
Reload mash Increase the ability to increase reload speed by mashing the reload button. Requirements: kill an enemy with the last bullet of a magazine 20 times. |
![]() |
Ammunition upgrade Increases ammunition pickup value by 20%. Requirements: perform 100 dual-wield kills. |
The New Colossus Perks[]
The New Colossus' perk system is divided into three separate trees: Stealth, Mayhem, and Tactical. Each perk now has 5 levels, with each level making the perk's benefit stronger. Each perk tree has 5 standard perks that starts available without prerequisite perk, and 1 contraption perk that is only available after acquiring related contraption. There are also 1 contraption ability for each contraption that can be acquired by finishing task for resistance member aboard Eva's Hammer after acquiring them.
The New Colossus campaign no longer separates into individual chapter that can be selected, instead one profile can have up to 13 save files (10 regular saves, 1 quicksave, 2 autosaves). This means save system can be further abused to grind perks; for example, one can save right before performing a takedown, picking up an Enigma code, or even before a thrown grenade explodes. If play on mein leben difficulty, loading save file is unavailable, and one can only grind perk by visiting previous areas from war map.
Each protagonist of freedom chronicles DLC has assess to one specific perk tree related to his/her playstyle.
- Stealth Takedown
- Requirements: Silently killing soldiers from behind by using stealth takedowns.
- Reward: Increased movement speed in crouch, 10% per level.
- Enigma Codes
- Requirements: Collecting enigma codes found by searching dead commanders.
- Reward: Commander alarm signals are jammed, delaying alarm activation, 0.2s per level.
- Thrown hatchet kills
- Requirements: Killing enemies by throwing hatchets at the target.
- Reward: Increased total hatchet capacity, 1 per level.
- Quick commander kill
- Requirements: Killing commanders before they activate the alarm.
- Reward: Increased damage with suppressed weapons, 10% per level.
- Takedowns or tampers
- Requirements: Performing takedowns on or tampering with robotic enemies.
- Reward: Get Laser-Kraft and Blitzen-Diesel ammunition when tampering.
- Constrictor kills:
- Requirements: Killing enemies while using the Constrictor harness ability.
- Reward: Increases movement speed when using Constrictor harness, 10% per level.
- Requirements: Killing enemies using heavy weapons, such as the Hammergewehr.
- Reward: Increased magazine size in detached heavy weapons, 20% per level.
- Requirements: Killing enemies by using the Handgranate.
- Reward: Increased grenade capacity, 1 per level.
- Requirements: Killing enemies while dual-wielding weapons.
- Reward: Increased total capacity for carried ammunition with more clips, 1 (non-upgraded) clip per level.
- Requirements: Killing enemies while health is overcharged.
- Reward: Slower deflate on health overcharge, 20% per level.
- Requirements: Killing opponents using combat takedowns when up close to the enemy.
- Reward: Increased speed for regenerating health, 10% per level.
- Requirements: Killing enemies by tackling them while using the Ram shackles ability.
- Reward: Increased amount of armour from enemy dropped armour pieces, 10% per level.
- Requirements: Killing enemies by using flames, such as the Dieselgewehr. Burning kills from panzerhound ride also counts.
- Reward: Reduced damage taken from Blitzen-Diesel, 10% per level.
- Requirements: Stunning mechanical enemies by the use of electrical damage, then destroying them while incapacitated.
- Reward: Reduced damage taken from laser weapons, 10% per level.
- Requirements: Killing enemies by making use of explosive objects in the environment. Including micorwave emitters
- Reward: Reduces damage taken from explosives, 10% per level.
- Requirements: Killing enemies by using their own grenades, for example by shooting at it before it's thrown.
- Reward: Longer time before enemies grenades explode, 0.3s per level.
- Requirements: Killing enemies by shooting them in the head.
- Reward: Increased damage when aiming down the sight, 5% per level.
- Requirements: Killing enemies while using the Battle Walker ability.
- Reward: Increased amount of ammunition from enemy dropped weapons, 10% per level.
Youngblood Character Abilities[]
With the implementation of the leveling system in Youngblood, perks have been replaced by Abilities. As such, instead of completing in game actions like prior games, ability points are needed to unlock character abilities. Ability points are acquired by leveling up, completing missions, and recovering Da'at Yichud artifacts.
Character abilities are divided into three separate categories: Mind, Muscle, and Power. Mind and Muscle each have four separate chains, with each chain having five tiers. Power has three separate chains, with each chain having five tiers. Players are able to select either the Cloak or the Crush ability during the character creation at the start of the game.
The first tier of all the remaining chains in each categories, can be unlocked immediately at the beginning of the game with ability points. The second through fifth tiers are locked until the previous tiers of their respective chains are unlocked. With the additional restriction that abilities in the second tier cannot be unlocked till Jess and Soph reach Level 10, the third tier at Level 20, the forth tier at Level 30 and the fifth tier at Level 45.
It requires an additional 140 ability points to completely unlock the all of the abilities in Youngblood. Players receive 1 ability point per level till they reach level 100. An additional 28 ability points are giving as a reward for completing the secondary mission for the Resistance around Paris. An additional 20 ability points are giving as a reward for collecting the Da'at Yichud artifacts that are scattered around Paris after defeating General Brandt.
![]() |
First Aid Gain +25 health and +25 armor after being revived by your sister. Damage immunity is also increased from 2 to 4 seconds. Cost: 1 ability point. |
![]() |
Second Aid Gain +50 health and +50 armor after being revived by your sister. Damage immunity is also increased from 4 to 6 seconds. Requirements: Level 10 Cost: 1 ability point. |
![]() |
Sisterly Pep Pep signal range is increased to 20 meters and cooldown is reduced to 25%. Requirements: Level 20 Cost: 3 ability point. |
![]() |
Sisterly Love Pep signal range is increased to 25 meters and cooldown is reduced to 50%. Requirements: Level 30 Cost: 4 ability point. |
![]() |
Quick Revive You revive your downed partner 50% faster. Requirements: Level 45 Cost: 2 ability point. |
![]() |
Health+ Increases maximum health to 125. Cost: 1 ability point. |
![]() |
Health++ Increases maximum health to 150. Requirements: Level 10 Cost: 1 ability point. |
![]() |
Health+++ Increases maximum health to 175. Requirements: Level 20 Cost: 1 ability point. |
![]() |
Health++++ Increases maximum health to 200. Requirements: Level 30 Cost: 1 ability point. |
![]() |
Health Regen Regenerate health up to the next 25 block. Requirements: Level 45 Cost: 3 ability point. |
![]() |
Ammo Collector Find more ammunition when looting dead enemies. Cost: 1 ability point. |
![]() |
Health Collector Find more health when looting dead enemies. Requirements: Level 10 Cost: 2 ability point. |
![]() |
Armor Collector Find more armor when looting dead enemies. Requirements: Level 20 Cost: 3 ability point. |
![]() |
Secrets Collector Collectibles appear on your Minimap.. Requirements: Level 30 Cost: 3 ability point. |
![]() |
Heavy Gunner Picked up Heavy Weapons have 25% more ammo. Requirements: Level 45 Cost: 4 ability point. |
![]() |
Side Dasher Perform a quick sideways dash by strafing sideways and pressing L3 button/LEFT SHIFT key. Cost: 2 ability point. |
![]() |
Stalker Move faster while crouching. Requirements: Level 10 Cost: 2 ability point. |
![]() |
Far Grabber Loot range increased by 50%. Requirements: Level 20 Cost: 2 ability point. |
![]() |
Pocket Reload Switching weapons will always yield a fully loaded magazine, provided you have ammo available. Requirements: Level 30 Cost: 2 ability point. |
![]() |
Kraftwerk Charge Kraftwerk weapons auto-recharge more quickly and with more ammo. Requirements: Level 45 Cost: 5 ability point. |
![]() |
Armor + Increases maximum armor to 125. Cost: 2 ability point. |
![]() |
Armor ++ Increases maximum armor to 150. Requirements: Level 10 Cost: 2 ability point. |
![]() |
Armor +++ Increases maximum armor to 175. Requirements: Level 20 Cost: 2 ability point. |
![]() |
Armor ++++ Increases maximum armor to 200. Requirements: Level 30 Cost: 2 ability point. |
![]() |
Repairs Your armor automatically regenerates to the next 25 block. Requirements: Level 45 Cost: 4 ability point. |
![]() |
Dual-Wielder Enables dual-wielding of one handed firearms. Double-tap Triangle button/Y button/X key. Cost: 3 ability point. |
![]() |
Ballistic Ammo Pack Carry 25% more ballistic ammo. Requirements: Level 10 Cost: 2 ability point. |
![]() |
Grenadier Grenades do 25% more damage and your maximum carry capacity is increased from 3 to 6 grenades. Requirements: Level 20 Cost: 2 ability point. |
![]() |
Kraftwerk Ammo Optimizer Doubles the magazine capacity for Kraftwerk weapons. Requirements: Level 30 Cost: 2 ability point. |
![]() |
Dual Wield Expert Deal 25% more damage when dual-wielding. Requirements: Level 45 Cost: 2 ability point. |
![]() |
Supersoldat Hunter Enables silent takedowns on Supersoldaten. Cost: 3 ability point. |
![]() |
6-point Blade Belt Increases your maximum carry capacity of throwable melee weapons from 3 to 6. Requirements: Level 20 Cost: 2 ability point. |
![]() |
Blade Annihilator Your thrown Hatchets and Knives become immensely powerful and will kill most organic enemies in one hit. Requirements: Level 30 Cost: 3 ability point. |
![]() |
Attack Focus Tagged enemies take 20% more damage. Requirements: Level 45 Cost: 3 ability point. |
![]() |
Bigger Guns Allows you to carry heavy weapons dropped from enemies. Cost: 4 ability point. |
![]() |
Agile Gunner Allows you to move faster and Power Jump while wielding heavy weapons. Requirements: Level 10 Cost: 1 ability point. |
![]() |
Extreme Gun Pocket Heavy weapons can be placed in your inventory and upgraded. Access them by holding R1 button/RB button/V key. Requirements: Level 20 Cost: 6 ability point. |
![]() |
No-Knock Become immune to all types of knockdown effects. Requirements: Level 30 Cost: 2 ability point. |
![]() |
Resilience Take 50% less damage from explosives. Requirements: Level 45 Cost: 3 ability point. |
![]() |
Cloak Press down arrow keypad on XBOX ONE/PS4 controller/C key on keyboard to turn invisible for a limited time. Cost: 5 ability point. |
![]() |
Agile Cloaking Allows full range of movement when cloaked. No need to stay crouched. Requirements: Level 10 Cost: 3 ability point. |
![]() |
Effective Cloak Cloak drains energy slower. Requirements: Level 20 Cost: 3 ability point. |
![]() |
Parking Cloak When stationary, your Cloak energy doesn't drain and recharges faster. Requirements: Level 30 Cost: 4 ability point. |
![]() |
Silent Killer Steath Takedowns immediately recharge your Cloak meter. Requirements: Level 45 Cost: 4 ability point. |
![]() |
Brawler Crush abilities now work on heavily armored enemies. Requirements: Level 10 Cost: 2 ability point. |
![]() |
Two-Time Crush Doubles the damage dealt when using crush abilities. Requirements: Level 20 Cost: 3 ability point. |
![]() |
Quake Crusher Crush abilities deal quad damage. Requirements: Level 30 Cost: 6 ability point. |
![]() |
Crush Expert After hitting an enemy with Crush you gain some armor. Requirements: Level 45 Cost: 3 ability point. |
![]() |
Grenade God The God Key now allows you to catch and return grenades. Requirements: Level 10 Cost: 2 ability point. |
![]() |
God Key Sense Requires God Key Vision. This allows you to see hidden items in the world when God Key Vision is on. Requirements: Acquired at the end of the Treasure Hunt mission Cost: None |
![]() |
Robot God Aim at a robotic enemy and hold L2/LT/Z key to use the God Key damage amplification. Requirements: Level 30 Cost: 6 ability point. |