FIELD REFERENCE / Getting started
Probably Stolen Perks Guide
Spend perk points on the problem your shop needs to solve—not simply on the longest list of bonuses.
Starting perks are selected after the first run becomes eligible. The community reference lists a three-point budget and four normal slots; negative perks return points but still add drawbacks. For a simple eligible run, Savings plus Vigilant is a useful cash-and-security combination. Check conflicts and your actual selection screen before confirming.
Scope: selected starting perks and practical combinations, not a claimed complete database. Exact effects below are attributed to community records and the illustrated selection screen; this wiki has not playtested every combination.
Understand points, slots and eligibility
The reference distinguishes points from slots: a negative choice can restore points, but that does not make its slot free. It also reports that starting perks are unavailable on the first new run. If your screen has no selection step yet, do not immediately assume the menu is broken.
Treat the current selection screen as the final check. Choose your specialization first, then inspect the resulting credits, rent and other effects. A perk bonus applies to a starting setup; it does not replace the setup's obligations.
Evidence: Wikily: perk effects and conflicts · AllThingsHow: starting-perk screen
Compare useful starting choices
| Perk | Listed cost | Listed effect / practical use |
|---|---|---|
| Savings | 1 point | +150 starting credits; a small immediate cash buffer. |
| Vigilant | 2 points | Prevents routine overnight robbery; do not assume it covers every scripted loss. |
| Diplomatic | 2 points | +33% reputation from trades and bargaining. |
| Proficient Scavenger | 1 point | Seven Dumping Ground searches instead of five; conflicts with Maimed. |
| Short Sleeper | 1 point | Removes the next-day customer cost of an after-hours outing. |
| Sawyer's Crew | 1 point | Early exchange and janitor access; normal cleaning is free, with vandalism handled separately. |
Evidence: Wikily: perk effects and conflicts · AllThingsHow: starting-perk screen
Choose a combination for a specific goal
These are editorial suggestions, not official optimal builds. Confirm availability and conflicts in your game. A specialized perk has little value if you do not use its associated activity: choose a scavenging combination only when you intend to make those outings.
For water-focused play, we prefer a flexible budget over a complicated drawback stack until you have priced the actual equipment and consumables. Use a perk to support the treatment routine, not to justify buying machinery before rent is covered.
| Goal | Suggested combination | Why we would use it |
|---|---|---|
| Simple shop stability | Savings + Vigilant | Uses the normal three-point budget on cash and overnight security. |
| Frequent after-hours scavenging | Proficient Scavenger + Short Sleeper + Savings | Supports more searching, repeated outings and an initial cash reserve. |
| Early exchange-led trading | Sawyer's Crew + Diplomatic | Combines earlier exchange access with a broader reputation focus. |
Negative points are not free money
The illustrated perk list shows negative choices alongside positive ones. A disadvantage that removes a tool you use constantly can outweigh the extra positive perk it buys. Inspect the exact effect and any exclusions before selecting it.
Our test for a drawback is simple: explain how you will operate around it every day. If the answer is that it probably will not matter, try a simpler build first. A higher recurring cost is particularly dangerous when the perk you buy only grants a one-time benefit.
| Before adding a drawback | Question to answer |
|---|---|
| It affects money | Is the benefit one-off while the cost keeps recurring? |
| It reduces space | Where will the same stock and tools fit? |
| It limits a routine action | Can the chosen business still function without that action? |
| It changes encounters | Have I learned the base encounter before making it harder? |
Evidence: AllThingsHow: starting-perk screen
COUNTER QUESTIONS
Frequently asked questions
Do negative perks give points back?
Yes, in the referenced starting system. They still impose their stated effect and count toward selection limits; evaluate the cost of living with them.
Why do different guides list different perk counts?
They can cover different builds or count available and hidden entries differently. This page intentionally compares selected useful choices rather than claiming one permanent total.
Can I freely respec every perk later?
Do not plan your opening around a free reset. Item-based changes such as the Mind Reprogrammer have separate restrictions; a universal all-perk respec is not verified here.
Sources & evidence
Source notes identify the basis for this guide. Your current in-game tooltips and dialogue take precedence when a patch or mod changes a mechanic.
- Wikily: perk effects and conflicts ↗
Community reference for points, slots and named effects; recommendations on this page are our editorial choices.
- AllThingsHow: starting-perk screen ↗
Screenshots and descriptions of the selection screen. Its total perk count is not used because references disagree.
Found a discrepancy? Send the page link and supporting evidence.