**Far Cry 5 Perks: Every Base Upgrade and a Sensible Order to Buy Them**
Far Cry 5 hands you a lot of tempting upgrades and very few points at the start. A wingsuit sounds good. Another weapon slot sounds good. More health sounds especially good after a roadside fight goes badly. The useful question is what the next purchase will let you do on the trip you are actually taking.
The base campaign has five perk categories. Costs below are the initial purchases, before New Game+ repeat upgrades. Some perks require story progress or another perk first. This guide covers the whole base selection, then puts it into a few practical routes through the menu.
**Start with access, carrying space and staying alive**
Grapple and Parachute cost one point each. Those are easy early purchases because they open movement options without swallowing the budget. Human Fish is another one-point pickup worth buying before underwater searches.
After that, save toward Additional Holster. A third weapon lets you carry a quiet option, a dependable combat gun and something for a different problem. Without it, a launcher can crowd out the gun you wanted for ordinary enemies.
Health Boost 1 is a good answer when you are repeatedly dying before reaching cover. A stealth-focused player can put Sneaky Sprint ahead of it, but there is no prize for following an upgrade order that keeps getting you killed.
**Survivalist**
- **Human Fish, 1:** better swimming and breath capacity.
- **Fisher King, 4:** easier fish fights and additional flies.
- **Repair Torch, 5:** vehicle repair and safe opening.
- **King of the Jungle, 6:** protection from wildlife and friendlier animal behaviour; Judges are an exception.
- **Black Market, 6:** shops sell additional explosives and special ammunition.
- **Harvest Master, 8:** more plant and animal loot.
- **Health Boost 1, 6:** maximum health reaches 150% of its starting value.
- **Health Boost 2, 7:** 200%; requires the first boost.
- **Health Boost 3, 8:** 250%; requires the second boost and one defeated Herald.
- **Health Boost 4, 9:** 300%; requires the third boost and two defeated Heralds.
Buy the wildlife upgrades when hunting is part of your plan. For a story-heavy route, the health line usually answers a more immediate problem. Notice the wording on health: the final value is three times the original, rather than an extra 300% on top of it.
**Renegade**
- **Parachute, 1:** safe descents when deployed in time.
- **Wingsuit, 4:** gliding; requires Parachute.
- **Airdrop, 10:** aerial arrival through fast travel; requires Wingsuit.
- **Vehicle Buster, 7:** bullets damage vehicles more effectively.
- **Weapons Pro, 6:** better SMG and shotgun handling.
- **Heavy Weapons Mastery, 6:** improved handling for LMGs, launchers and the flamethrower.
- **Auto Repair, 6:** repairs the vehicle you are driving.
- **Rifle Mastery, 7:** improved rifle and sniper-rifle handling.
- **Saboteur, 7:** rig a vehicle for a delayed explosion.
- **Booby Trap, 7:** rig a vehicle to explode on impact; requires Saboteur.
Choose a weapon mastery for the guns you carry regularly. Buying every mastery early spreads points across equipment you might barely touch. Airdrop is convenient once you have destinations unlocked, but ten points is a large early spend. Get the cheap movement tools first and revisit it when travelling has become the nuisance you want to solve.
**Assassin**
- **Grapple, 1:** use designated climbing anchors.
- **Nimble Fingers, 4:** quicker crafting and several interactions, including alarm disabling.
- **Sneaky Sprint, 4:** faster crouched movement.
- **Master Blaster, 5:** cheaper remote/proximity explosive crafting; finish Razing the Steaks first.
- **Takedown Mastery, 6:** follow-up takedown options and greater campaign takedown reach.
- **Primal Mastery, 6:** improved bow and slingshot handling.
- **Close Combat Mastery, 6:** stronger melee use and better handgun handling.
- **Locksmith, 6:** pick eligible doors and safes; keycard locks still need their keycards.
- **Throwback, 7:** return nearby incoming grenades or dynamite.
- **Ghost, 7:** quieter movement and reduced fall damage.
Sneaky Sprint helps you cross an opening before a patrol turns. Ghost supports the approach, but neither makes an exposed character invisible. With Takedown Mastery, check where the follow-up target is before starting the first grab. A chain is useful when you understand the spacing; forcing it beside another guard who can see you is asking for trouble.
**Prepper**
- **Close Combat Gear Bag, 1:** more handgun ammunition and melee weapons.
- **Journey Pack, 7:** increased item capacity, including up to five medkits initially.
- **Tactical Ammo Bag, 8:** more SMG and shotgun ammunition.
- **Quiver, 8:** increased arrow capacity.
- **Rifle Ammo Bag, 9:** more rifle and .50-calibre ammunition.
- **Throwables Bag, 9:** more carried explosives, knives and bait.
- **Special Ammo Bag, 9:** increased special-ammunition capacity.
- **Heavy Ammo Bag, 9:** more heavy-weapon ammunition.
- **Additional Holster, 8:** a third weapon slot.
- **Weapons Collector, 9:** a fourth slot; requires Additional Holster and one defeated Herald.
Capacity upgrades help when you run dry between shops. They do less for a player who finishes every fight with plenty left. Buy the bag that supports your usual loadout before paying for ammunition types you rarely use.
A fourth weapon slot is particularly useful for carrying a specialist tool without sacrificing your main setup. It also arrives behind a story requirement, so having nine points saved does not let you skip that requirement.
**Leader**
The nine individual companion perks each cost **4 points** and shorten that companion’s recovery after injury. They are named **Boomer, Cheeseburger, Peaches, Grace, Nick Rye, Jess, Hurk, Adelaide and Sharky**. Recruit the relevant companion before buying their perk.
**Leadership costs 6 points** and opens the second AI companion slot after its recruitment requirement is met. The menu checks for three recruits. If it remains locked, inspect the requirement rather than spending points elsewhere and expecting it to change on its own.
Put Leadership ahead of buying every individual recovery upgrade if you want a squad. For the recovery perks, start with someone you actually use. Rotating healthy companions is another option while your point budget is tight.
**Three workable build directions**
**Exploration:** Grapple, Parachute, Human Fish, Additional Holster, then Wingsuit. Add Locksmith or Repair Torch according to which obstacle keeps interrupting you. This gives a collector tools for reaching places and enough weapons to survive the trip.
**Quiet outposts:** Grapple, Sneaky Sprint, Additional Holster, then the handling perk for your preferred quiet weapon. Work toward Ghost and Takedown Mastery. Save some money for the appropriate weapon attachments as well; the perk menu cannot supply those for you.
**Open combat:** Parachute, Additional Holster, Health Boost 1, then your usual weapon mastery. Add the matching ammo bag when long fights start emptying it, and continue the health line as its requirements unlock. Leadership is valuable if you want companions taking separate angles.
These are flexible starting plans. The reason for each purchase matters more than keeping an exact sequence.
**Finding the points and handling New Game+**
Check the Challenges page before going out. It tracks jobs tied to weapon use, wildlife and other activities, so a nearly completed challenge can fund your next purchase. Prepper-stash magazines are another strong source. Read the stash note, solve its route and actually pick up the magazines inside.
New Game+ carries character progression into a fresh campaign and adds repeat upgrades for selected perks, along with the Infamous difficulty option. Those extra ranks are separate from buying every base perk once. Back up a save if your platform permits it before starting a new campaign, and be especially careful with the ordinary New Game option: Far Cry 5 uses one active save slot.
The perk screen becomes easier to manage once you can name the problem you want fixed. More room for weapons, access to a cliff, quicker crouched movement or enough health to survive a mistake are all clear reasons to spend points. Buy for those reasons and the build starts fitting the way you play.
**Far Cry 5 Perks: Every Base Upgrade and a Sensible Order to Buy Them**
· Games / Far Cry 5