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Predator Perks

Passive bonuses that Predator can equip to enhance their abilities. Each character can equip up to three perks, but the total perk weight must not exceed the available perk points for that class.

Stats

Name
Weight
Modifier
Description
Clash
Cooling Syncs3+30%Reduced cooldown on energy overloads
Dithered Lens5-95%Reduced Plasma Caster laser visibility
Observant2yesSee mudded fireteam infrared footprints
Protection2-85%Bio mask recieves less damage
Hanging On2-50%Extends the duration of the Second Wind ability
Modified Reserve2+10%Faster energy regeneration
Ironside3-25%Take reduced damage from behind while moving, healing, claiming, or performing a stealth kill.
Down Range4+10%Deal more damage with ranged weapons
Ascender1+45%Faster Predkour mounting speed
Fearless4+10%Deal extra damage with melee weapons
Clotted1x3Extended Blood trail intervals
Impatient5-30%Reduces the cooldown period of the Second Wind ability
Energy Cell4+60%Increased energy reserves
Height Advantage5-25%Take reduced damage while in the trees
Heated1-5%Vision mode consumes less energy
Spectral Awareness2+75%Larger sound indicators in vision mode
Adrenal Boost4+25%Bonus stamina and exhaustion recovery
Impenetrable6-20%Take less damage from bullet based weapons
Large Pouch3x2Increased uses of gear items
Long Jump3+30%Leap further distances.
Light Bender1-5%Cloak consumes less energy
Medic4+75%Heal with the med kit at a higher speed
Resourceful2+20%Increased Experience from all sources
Trapper3+75%Tougher traps (takes longer for Fireteam to escape)
Fast Hands3+75%Faster weapon/gear switching
Branch Master1+25%Faster movement speed in the trees

Notes

General note about values represented in the table above

Values are extracted directly from the game's data files (Unreal Engine .pak files), but they may be inaccurate for several reasons.

Some values are straightforward and displayed exactly as stored in the data (e.g., perk weight). However, other values require calculations and may be overridden by specific classes or weapon types, or modified by additional factors.

For example, weapon damage is determined by multiple variables, including:

  • The character using the weapon
  • The weapon itself
  • The projectile the weapon fires
  • The armor modifier of the character receiving the damage We may not be aware of all the attributes required to form an exact formula for calculating these values. Additionally, Illfonic may override or modify certain values directly in the game code (via C++ methods), making such changes inaccessible from the game data files.

For more details on how we extract values, check the Nerds section.