**Far Cry New Dawn: Every Perk, the Weapons Ladder and Building Prosperity**
A rusty rifle gets you through the opening of New Dawn. Keep carrying it into stronger outposts and the fights start eating ammunition. Your next big improvement often comes from a workbench back home, followed by the materials to build the weapon that bench has just unlocked.
Three systems need attention: perk points buy abilities, ethanol improves Prosperity, and crafting materials pay for equipment. Spending heavily in one column will leave the other two waiting. A bigger ammunition bag helps, but an appropriate weapon rank and a healthier character usually solve more immediate problems.
**Spoiler scope:** progression requirements and all thirty perks, including the five story-unlocked abilities. No ending details.
**A practical opening route**
Get a few inexpensive abilities working before saving for the costly ones. Grapple opens climbing routes. Repair Torch handles vehicles and safes. Well-Armed gives your loadout another slot. Those are useful purchases while the map is still mostly unfamiliar.
For Prosperity, a balanced first three improvements are Workbench, Infirmary and Expeditions: **375 ethanol altogether**. You gain access to better weapon crafting, more health and useful travel/resource options. If you rely heavily on a companion, fit Training Camp into your next purchases. If treasure hunting is the immediate priority, Cartography deserves an earlier place.
Check the Challenges menu regularly. Rotate weapon types when a challenge is close to completion rather than grinding with the same rifle for hours. Treasure hunts also provide perk magazines. Pick up all three magazines inside each completed stash; opening the door alone leaves the reward on the shelf.
**All twenty-five basic perks**
The number beside each name is its **first purchase cost** in perk points.
**Movement, tools and vehicles**
- **Grapple — 2:** use grapple anchors; reduced fall damage.
- **Repair Torch — 3:** repair vehicles and open safes with the torch.
- **Skydiver — 3:** wingsuit access; reduced fall damage.
- **Fishing Rod — 2:** adds the fishing rod.
- **Outdoor Enthusiast — 7:** easier fishing and less easily frightened prey; follows Fishing Rod.
- **Tactical Binoculars — 4:** faster, wider and longer-distance tagging.
- **Hotwire — 4:** disables traps on Highwaymen vehicles.
- **Mechanic — 6:** vehicle repair while aboard and reduced mounted-weapon overheating.
- **Lock Picking — 6:** unlock ordinary doors and safes.
- **Saboteur — 8:** rig vehicles, alarms and mounted weapons to explode.
**Stealth, combat and carrying capacity**
- **Covert — 8:** quieter movement and faster crouching.
- **Dexterity — 7:** quicker utility actions, plus throwing dynamite back.
- **Locked and Loaded — 5:** aim while reloading supported semiautomatic handguns/sniper rifles; quicker weapon switching.
- **More Lung Capacity — 2:** longer breath-holding and sprinting.
- **More Fist Damage — 3:** stronger punches and kicks.
- **Advanced Takedowns — 7:** rank-II takedowns and a follow-up melee throw.
- **Expert Takedowns — 8:** rank-III takedowns and a follow-up sidearm shot.
- **Master Takedowns — 10:** elite takedowns and chained takedowns.
- **Well-Armed — 2:** third weapon slot.
- **Heavily Armed — 4:** fourth weapon slot; requires Well-Armed.
- **More Medkits — 3:** additional healing supplies.
- **More Melee Weapons — 3:** additional carried melee weapons.
- **More Throwables — 3:** additional explosives, knives and bait.
- **More Light Ammo — 3:** additional handgun, shotgun, SMG, rifle, sniper and arrow ammunition.
- **More Heavy Ammo — 3:** additional LMG, launcher, flamethrower and saw ammunition.
Buy the takedown chain in order. Expert requires Prosperity 2; Master requires Prosperity 3. Check the enemy’s rank before committing to a close approach. An unlocked takedown tier matters more than how neatly you reached the target’s back.
Some perks accept repeated purchases. The first-price list above therefore will not always match the price shown after an upgrade. For example, further Lung Capacity purchases cost three points, while further Medkit and Light/Heavy Ammo purchases cost four. Read the next level in the menu before spending the last points you were saving for a new ability.
**The five story-unlocked perks**
Completing **Joseph’s Secret** opens the final row:
- **Leap of Faith — 7:** a second jump in midair.
- **Ghost — 7:** reduced human detection while consuming Eden’s Gift.
- **Wrath — 8:** a temporary boost to speed, melee strength and damage resistance, with knockdown immunity; consumes Eden’s Gift.
- **Eden’s Touch — 8:** takedowns restore health and Eden’s Gift, and automatically loot the victim.
- **Eden’s Gift — 8:** faster recovery of the power meter.
Leap of Faith immediately changes how you move through an outpost. Use it to reach a roof or cross a gap, then stop and reassess the patrols. Jumping straight into the middle of a camp still leaves you surrounded.
Wrath suits an aggressive melee approach. Ghost helps with an exposed crossing or a difficult reposition. With Eden’s Touch, a successful takedown can keep an attack going, so look for an isolated enemy you can safely finish before chasing the toughest opponent in the area.
**Prosperity and its eight facilities**
Prosperity’s overall level limits how far its facilities can advance. After rescuing Rush in **Breakout**, the first base upgrade asks for **two specialists and three facility improvements**. The later upgrade requires **all five specialists and twelve total facility improvements**, alongside the relevant story progress.
A facility improvement and a base upgrade are separate steps. If the next workbench tier is locked, inspect the Prosperity objective instead of repeatedly visiting the weapon menu.
The costs below are ethanol for facility levels **1 / 2 / 3**:
- **Workbench — 150 / 500 / 700:** opens rank II, rank III and elite crafting. The final improvement also enables weapon damage upgrades.
- **Infirmary — 150 / 500 / 700:** raises maximum health to 150%, 200% and 250% of the starting value.
- **Training Camp — 100 / 300 / 450:** raises companions to rank II, rank III and elite.
- **Garage — 100 / 300 / 450:** opens rank II, rank III and elite vehicles.
- **Explosives Lab — 100 / 300 / 450:** adds dynamite/piercing ammunition, then remote explosives/fire ammunition, then proximity explosives/pipe bombs/explosive ammunition.
- **Expeditions — 75 / 125 / 250:** opens expeditions and outpost fast travel, then travel to discovered locations, then air drops.
- **Healing Garden — 75 / 125 / 250:** extends medkit regeneration to five, ten and twenty seconds.
- **Cartography — 75 / 125 / 250:** expands purchasable resource/wildlife maps; level two adds treasure hunts, photographs and music players; level three adds predators and monstrous animals.
Health upgrades live at the **Infirmary**. Extra medkit capacity does a different job. If enemies are dropping you before you can react, raising maximum health deserves attention before another inventory expansion.
Ethanol comes from activities including outposts, supply drops and captured tanker trucks. Drive a stolen tanker back intact. It is worth clearing the immediate road threat before trying to turn a large fuel truck around under fire.
**Weapons: choose the role and the rank**
New Dawn uses rank I, II, III and elite equipment. Higher-ranked enemies are much harder to hurt with an under-ranked weapon. Upgrade the bench, then craft the replacement: the bench alone does not transform the gun already in your hands.
The conventional weapon families available across the ranks are:
- **Sidearms and machine pistols:** 1911, .44 Magnum, M9, P226, A.J.M.9, Skorpion, P08, D50, A-99 and SMG-11.
- **SMGs:** MP5/MP5SD, MP34, MP40, Vector and BZ19.
- **Shotguns:** M133 variants, SBS, D2, 1887 and SPAS-12.
- **Rifles:** AR-C, 45/70-T, AK-47/AKMS, MS16, M-16 and BP-2.
- **Sniper rifles:** SVD, .308 Carbine, MBP .50 and SA-50.
- **LMGs:** M60, M249 and MG42.
- **Launchers:** RPG-7, RAT4 and M-79.
- **Other options:** bats, pipes, shovels, bows, the slingshot, flamethrowers and successive Saw Launchers.
Ranked versions come with their own configurations. Inspect the actual weapon preview for its sight and suppressor before crafting. The [free weapon catalogue](https://t.co/Q1VLaiqDYt) is useful for comparing named variants, ammunition and material requirements; the in-game workbench shows what your save can currently craft.
For a balanced four-slot loadout, take a quiet weapon, something comfortable in a sustained fight, a heavy option and a useful sidearm. Avoid filling three slots with weapons that solve exactly the same problem. A shotgun and a launcher give you different answers when a close-range patrol and a vehicle arrive together.
Stealth equipment still needs enough damage for the target. Before firing at a stronger guard, consider whether a shot will finish the job and whether another enemy can see the body. If the answer is uncertain, move closer for a supported takedown or leave that guard until the surrounding patrol is gone.
At the final workbench level, repeated damage upgrades give you another use for accumulated resources. Concentrate on the weapons you actually carry. Spreading scarce materials across a shelf full of unused guns delays the improvement you will feel in the next difficult mission.
The progression settles into a useful rhythm: gather materials, improve the base, craft a tool that fixes the next problem, then tackle a tougher activity. Keeping those steps close together makes Hope County much less of an ammunition sink.
**Far Cry New Dawn: Every Perk, the Weapons Ladder and Building Prosperity**
· Games / Far Cry New Dawn