Omerta: City of Gangsters Wiki
Register
Advertisement

Overview[]

A combination of weapon upgrades and carefully chosen perks is what transitions your team from an average rabble in to a lethal death squad. You can see and change what perks and weapon a henchman has by examining them.

If you are unable to pay henchmen salaries for a few consecutive days, their most recently applied perks will be removed and you'll need to re-apply them.

Levelling Up[]

Status icon 5

Level up ready

To get new Perks, you first need to level up. In the campaigns, level ups are provided by certain missions. In all other game modes, your level ups occur after winning any combat mission (such as wet works, bank heists, etc).

It's actually the gang that levels up, not the individual henchmen. However you have to "Level Up" each henchman individually to assign their new perk.

If your gang has already levelled up and then you hire a new henchman, they'll be levelled up with automatically selected perks (those in blue text at the start of the list when you do a Level Up). It's usually best to reset their perks and choose new ones that work better for your combat style.

In addition to gaining Perks, levels 4 and 8 also enable the pre-defined 2nd and 3rd Talents of your gang members.

Focus on strengths more than weaknesses[]

When assigning perks, it's generally better to focus on the innate strengths of the henchman rather than to try and patch their weaknesses.

For example, if you have a henchman who has a good Base Critical Hit value (like Anna), you should emphasise that strength with perks such as More Criticals, Massive Criticals, etc., as that will make them much more deadly in combat.

This doesn't mean that you should totally ignore weaknesses - there's no point having a deadly henchman who always gets killed at the start of combat. The point is, use the majority of your perks to emphasise strengths, and maybe one or two perks to patch the worst weaknesses.

Available Perks[]

Existing perks can be altered at any time using the "Respec" option (on the Perks / Level Up screen) which costs $500 per henchman, so it's easy to play around with different perks to get the best combination.

Action Transfer[]

  • Effect: Transfer up to 3 unused AP to next turn
  • Requires: Level 8+, and Smarts 7+
  • Useful for: Henchmen who use melee weapons (they often waste one turn trying to get in range of opponent)

Adrenaline Rush[]

  • Effect: +5 AP for next turn when hit, limited to once per turn
  • Requires: Level 4+, and Muscle 7+
  • Useful for: Most henchmen, but particularly those using rifles, flamethrowers and katanas

Berserk[]

  • Effect: +4 AP when health drops below 50%
  • Requires: Level 5+
  • Useful for: Henchmen with high HP (otherwise they'll be dead before they can make use of the extra AP)

Bloodlust[]

  • Effect: +3 AP when they kill an opponent
  • Requires: Guts 8+
  • Useful for: Henchmen with 2-3 AP talents (such as Second Wind), particularly those with melee weapons

Brave I, II and III[]

  • Effect: +15 Courage per Brave perk
  • Requires:
    • II: Level 6+, and Brave I
    • III: Level 9+, and Brave II
  • Useful for: Henchmen who are prone to panicking. Guts Training perk is a better choice.

Brute[]

  • Effect: +20% melee damage if henchman hasn't moved this turn
  • Requires: Muscle 7+
  • Useful for: Melee troops, but Muscle Training and Melee Specialist are probably better choices

Burly[]

  • Effect: -10% Hit Chance for melee attacks against your henchman
  • Requires: Level 5+, and Muscle 7+
  • Useful for: Henchmen who use melee weapons

Camper[]

  • Effect: +10% Hit Chance when range attacking from a cover spot
  • Requires: Level 5+
  • Useful for: Henchmen using ranged weapons, particularly rifles and shotguns

Courageous[]

  • Effect: Refill CP on enemy kill
  • Requires: Level 2+, and Guts 7+
  • Useful for: Henchmen with low courage but high AP attacks (such as shotguns, rifles)

Critical Strike[]

  • Effect: +2 AP for first critical hit against enemy, limited to once per turn
  • Requires: Level 4+
  • Useful for: Henchmen with high critical hit chance, particularly those using a katana

Crowd Control[]

  • Effect: +10% damage per visible enemy, except for the first, limited to +30%
  • Requires: Level 8+, and Muscle 7+
  • Useful for: Henchmen using melee weapons, particularly bats and katanas

Cunning Training[]

  • Effect: +1 Cunning = +1AP, +1 Base Critical Chance
  • Requires: Level 6+, and Cunning <10
  • Useful for: Henchmen using rifles, shotguns or katanas

Dead Eye[]

  • Effect: +10% Hit Chance per additional attack against an enemy in the same turn, limited to +30%
  • Requires: Level 4+, and Finesse 7+
  • Useful for: Henchmen who can perform several attacks per turn (otherwise something like Camper perk is better)

Devastating Criticals[]

  • Effect: Critical hits inflict Vulnerable condition
  • Requires: Level 10+
  • Useful for: Henchmen with high Base Critical Chance. Extremely useful if you have knife wielding henchmen in your gang as they get bonus when attacking vulnerable enemies.

Die Hard[]

  • Effect: Rage (+50% damage) when health is lower than 33% at start of turn
  • Requires: Level 4+, and Toughness 7+
  • Useful for: Henchmen using melee weapons, particularly bat and katana

Even the Odds[]

  • Effect: Rage next turn if you missed all attacks this turn
  • Requires: Level 6+, and Cunning 8+
  • Useful for: Henchmen using ranged weapons
  • Tip: If using shotguns or machine guns and no enemies are in range, you can fire anyway to get rage next turn

Fearsome I and II[]

  • Effect: Successful melee attacks inflict -5 Courage
  • Requires:
    • I: Level 3+, and Finesse 5+
    • II: Level 6+, and Finesse 6+, and Fearsome I
  • Useful for: Henchmen using melee weapons, particularly those with low AP attack costs (more hits per turn)

Finesse Training[]

  • Effect: +1 Finesse (improves ranged weapon ability)
  • Requires: Level 4+, and Finesse <10
  • Useful for: Henchmen using ranged weapons, and sometimes melee weapons if you need 1 more finesse to get Fearsome perks

Fleet of Feet I, II and III[]

  • Effect: +2 MP per Fleet of Feet perk
  • Requires:
    • II: Level 7+, and Fleet of Feet I
    • III: Level 10+, and Fleet of Feet II
  • Useful for: Henchmen using melee weapons.

Furious[]

  • Effect: Rage (+50% damage) for 1 turn when member of your gang dies
  • Requires: Level 6+
  • Useful for: Henchmen who rarely die in a gang that has a redshirt character

Guts Training[]

  • Effect: +1 Guts = +20 Courage and +1 Reaction
  • Requires: Level 5+, and Guts <10
  • Useful for: Henchmen prone to panicking, and/or henchmen who you want to use sooner after a battle starts (including those in a sniper support role)

Initiative I, II and III[]

  • Effect: +1 Initiative (more turns in combat) per Initiative perk
  • Requires:
    • I: Level 4+
    • II: Level 6+, and Initiative I
    • III: Level 8+, and Initiative II
  • Useful for: Henchmen who you want to use more often in battle. Smarts Training also adds initiative.

Intimidating[]

  • Effect: -20 Courage if your melee attack misses
  • Requires: Level 6+, and Muscle 7+
  • Useful for: Henchmen using melee weapons that regularly miss attacks :P

Killing Spree[]

  • Effect: +5 MP when henchman kills an enemy
  • Requires: Level 5+, and Guts 8+
  • Useful for: Henchmen who regularly need to move after a kill, particularly those armed with katana or pistols

Lightning Fast[]

  • Effect: +1 Reaction (acts more quickly at start of battle)
  • Requires: Guts 7+
  • Useful for: Any henchman that needs to act more quickly after battle starts. Guts Training also increases Reaction.

Longshot[]

  • Effect: +5 metres point blank and overall range for projectile weapons
  • Requires: Level 3+, and Finesse 7+
  • Useful for: Henchmen using projectile weapons, especially pistols and rifles

Lucky[]

  • Effect: -10% hit chance for ranged attacks against your henchman
  • Requires: Level 5+, and Cunning 7+
  • Useful for: Henchmen who get shot a lot, particularly those with low HP and/or CP

Massive Criticals[]

  • Effect: +50% Damage on critical hits
  • Requires: Level 6+
  • Useful for: Any henchman with high critical change, particularly those using rifles or katanas

Melee Specialist I, II and III[]

  • Effect: +10% Damage on melee attacks
  • Requires:
    • II: Level 7+, and Melee Specialist I
    • III: Level 11+, and Melee Specialist II
  • Useful for: Henchmen using melee weapons. Muscle Training also improves melee damage.

More Criticals I, II and III[]

  • Effect: +5% Base Critical Chance per More Criticals perk
  • Requires:
    • II: Level 6+, and More Criticals I
    • III: Level 10+, and More Criticals II
  • Useful for: Henchmen who have decent Base Critical Chance to start with, particularly those using rifles and katanas

Movement Transfer[]

  • Effect: Transfer up to 3 unused MP to next turn
  • Requires: Level 6+, and Smarts 7+
  • Useful for: Henchmen using melee weapons, machine guns or rifles

Muscle Training[]

  • Effect: +1 Muscle = +1 MP and more damage with melee attacks
  • Requires: Level 4+, and Muscle <10
  • Useful for: Henchmen using melee weapons

Pocket Bible[]

  • Effect: Once per mission, an attack that would kill you leaves you with 1 health
  • Requires: Level 9+
  • Useful for: Henchmen who regularly get killed, particularly if they can be healed by another henchman who is usually found nearby (Dead Eye and Anna make a good pair; Dead Eye tends to die a lot while Anna can heal him with her Bandage talent)

Point Blank Shot I and II[]

  • Effect: +10% Chance to Hit for point blank ranged attacks, per Point Blank Shot perk
  • Requires:
    • I: Level 4+, and Muscle 5+
    • II: Level 7+, and Muscle 6+, and Point Blank Shot I
  • Useful for: Henchmen with ranged weapons, particularly pistols and revolvers and/or high MP so they can get close to target. Longshot perk increases point blank range by 5 metres, making the Point Blank Shot perks even more effective.

Quick Recovery[]

  • Effect: Cure one negative condition per turn
  • Requires: Toughness 8+
  • Useful for: Henchmen using melee weapons

Ranged Specialist I, II and III[]

  • Effect: +10% Damage for ranged attacks, per Ranged Specialist perk
  • Requirements:
    • II: Level 7+, and Ranged Specialist I
    • III: Level 11+, and Ranged Specialist II
  • Useful for: Henchmen using ranged weapons, particularly rifle, shotgun and machine gun

Sadistic[]

  • Effect: +15 HP on enemy kill
  • Requires: Cunning 7+, and Toughness 7+
  • Useful for: Henchmen using melee weapons

Savvy I, II and III[]

  • Effect: +1 AP per Savvy perk
  • Requires:
    • I: Level 4+
    • II: Level 8+, and Savvy I
    • III: Level 11+, and Savvy 2
  • Useful for: Henchmen who need more AP to take full advantage of their weapon and/or talents. Cunning Training perk also adds 1 AP.

Short Tempered[]

  • Effect: +3 AP for next turn when hit, limited to once per turn
  • Requires: Level 7+, and Cunning 7+
  • Useful for: Henchmen who could make an extra attack or talent use after being attacked

Smarts Training[]

  • Effect: +1 Smarts = +1 Initiative
  • Requires: Level 6+, and Smarts <10
  • Useful for: Henchmen who you want to use more often in combat

Sniper[]

  • Effect: +20 Damaged for ranged weapons if no MP spent this turn
  • Requires: Finesse 7+
  • Useful for: Henchmen with ranged weapons, particularly machine gun and rifle. Combined with Camper (increased hit chance) this can be devastating.

Spectacular Criticals[]

  • Effect: +10 CP for all allies if your henchman does a critical hit
  • Requires: Level 7+
  • Useful for: Henchmen with high Base Critical Chance, particularly those using rifles or katanas

Talented[]

  • Effect: -1 AP cost for using talents
  • Requires: Level 5+, and Smarts 7+
  • Useful for: Henchmen with First Aid or Second Wind talents

Tough I, II and III[]

  • Effect: +15 HP per Tough perk
  • Requires:
    • II: Level 5+, and Tough I
    • III: Level 8+, and Tough II
  • Useful for: Henchmen who need more HP, particularly those using melee weapons. Toughness Training perk is usually enough.

Toughness Training[]

  • Effect: +1 Toughness = +15 HP
  • Requires: Level 5+, and Toughness <10
  • Useful for: Henchmen who need more HP, particularly those using melee weapons or short ranged weapons like pistols, revolvers or flamethrowers

Vengeful[]

  • Effect: +50% Damage against enemies who hit you last turn
  • Requires: Cunning 7+
  • Useful for: Henchmen using melee weapons, pistols or rifles.
Advertisement