Fur & Fortune

Skills

172 skills in 8 trees. Every skill is bought once with skill points (SP): you earn 1.36 SP per character level, so level 100 has 134.64 SP for a tree that costs 539. Plan a build below and share the link.

Skill simulator

Wanted: every 3 Wanted makes skills 1% cheaper (at most 33%). Signature skills need 6 SP and Ultimate skills 10 SP already spent in their lane (a few count the whole tree), or less where the lane has less to offer.

SP free
– of –
SP spent
0
Skills
0
Base SP
0
Discount
none
Whole tree
539 SP

Keys: arrows move between skills, Enter selects and Enter again buys, Backspace refunds, Q and E switch trees. Refunding a skill also refunds the skills that need it, as in the game.

Firearms 63 skills · 155 SP

Pistol

Assault Rifle

Sniper

Shotgun

Bazooka

Combat Techniques 17 skills · 62 SP

Striking

Charge

Combat

Duelist

Mobility

Survival 25 skills · 75 SP

Tank

Armour

Stamina

Snack

Stealth & Deception 7 skills · 19 SP

Sneaking

Objectives

Pagers

Explosives & Throwables 11 skills · 44 SP

Blast

Supply

Safety

Gadgets 32 skills · 126 SP

Toolbox

Voodoo Doll

Electric Collar

Sleepbag

Scarecrow

Loadout

Crew & Tactics 11 skills · 39 SP

Planner

Tech

Talker

Career

Perks & Economics 6 skills · 19 SP

Perks

Every skill

"Picked" is the highest share among crews with enough runs, so you can see who leans on what.

Firearms

SkillCostPicked
Quick Aim Foundation Aim down sights 15% faster with a pistol. Pistol 1 SP–
Pickup Scavenger Foundation Ammo pickups give 25% more pistol ammo. Pistol 1 SP–
Weapon Damage Specialization Pistol damage +10%. Pistol · Needs Quick Aim 2 SP–
Rate of Fire Specialization Pistol fire rate +8%. Pistol · Needs Quick Aim 2 SP–
Maximum Ammo Specialization Carry 20% more pistol ammo. Pistol · Needs Pickup Scavenger 2 SP–
Critical Chance Specialization +8% critical chance with a pistol. Pistol · Needs Weapon Damage 3 SP–
Fast Reload Specialization Reload a pistol 15% faster. Pistol · Needs Rate of Fire 2 SP–
Threat Reduction Specialization Enemies prefer you 15% less while you hold a pistol. Pistol · Needs Maximum Ammo 2 SP–
Knockback Specialization Pistol hits push 25% harder. Pistol · Needs Critical Chance 2 SP–
Slow Ammo Regeneration Advanced Carried pistol ammo regrows 15% of its maximum per minute. Pistol · Needs Threat Reduction 4 SP–
Quick Aim Foundation Aim down sights 15% faster with a assault rifle. Assault Rifle 1 SP–
Pickup Scavenger Foundation Ammo pickups give 25% more assault rifle ammo. Assault Rifle 1 SP–
Weapon Damage Specialization Assault rifle damage +10%. Assault Rifle · Needs Quick Aim 2 SP–
Rate of Fire Specialization Assault rifle fire rate +8%. Assault Rifle · Needs Quick Aim 2 SP–
Maximum Ammo Specialization Carry 20% more assault rifle ammo. Assault Rifle · Needs Pickup Scavenger 2 SP–
Critical Chance Specialization +8% critical chance with a assault rifle. Assault Rifle · Needs Weapon Damage 3 SP–
Fast Reload Specialization Reload a assault rifle 15% faster. Assault Rifle · Needs Rate of Fire 2 SP–
Threat Reduction Specialization Enemies prefer you 15% less while you hold a assault rifle. Assault Rifle · Needs Maximum Ammo 2 SP–
Knockback Specialization Assault rifle hits push 25% harder. Assault Rifle · Needs Critical Chance 2 SP–
Slow Ammo Regeneration Advanced Carried assault rifle ammo regrows 15% of its maximum per minute. Assault Rifle · Needs Threat Reduction 4 SP–
Quick Aim Foundation Aim down sights 15% faster with a sniper. Sniper 1 SP–
Pickup Scavenger Foundation Ammo pickups give 25% more sniper ammo. Sniper 1 SP–
Weapon Damage Specialization Sniper damage +10%. Sniper · Needs Quick Aim 2 SP–
Rate of Fire Specialization Sniper fire rate +8%. Sniper · Needs Quick Aim 2 SP–
Maximum Ammo Specialization Carry 20% more sniper ammo. Sniper · Needs Pickup Scavenger 2 SP–
Critical Chance Specialization +8% critical chance with a sniper. Sniper · Needs Weapon Damage 3 SP–
Fast Reload Specialization Reload a sniper 15% faster. Sniper · Needs Rate of Fire 2 SP–
Threat Reduction Specialization Enemies prefer you 15% less while you hold a sniper. Sniper · Needs Maximum Ammo 2 SP–
Knockback Specialization Sniper hits push 25% harder. Sniper · Needs Critical Chance 2 SP–
Slow Ammo Regeneration Advanced Carried sniper ammo regrows 15% of its maximum per minute. Sniper · Needs Threat Reduction 4 SP–
Quick Aim Foundation Aim down sights 15% faster with a shotgun. Shotgun 1 SP–
Pickup Scavenger Foundation Ammo pickups give 25% more shotgun ammo. Shotgun 1 SP–
Weapon Damage Specialization Shotgun damage +10%. Shotgun · Needs Quick Aim 2 SP–
Rate of Fire Specialization Shotgun fire rate +8%. Shotgun · Needs Quick Aim 2 SP–
Maximum Ammo Specialization Carry 20% more shotgun ammo. Shotgun · Needs Pickup Scavenger 2 SP–
Critical Chance Specialization +8% critical chance with a shotgun. Shotgun · Needs Weapon Damage 3 SP–
Fast Reload Specialization Reload a shotgun 15% faster. Shotgun · Needs Rate of Fire 2 SP–
Threat Reduction Specialization Enemies prefer you 15% less while you hold a shotgun. Shotgun · Needs Maximum Ammo 2 SP–
Knockback Specialization Shotgun hits push 25% harder. Shotgun · Needs Critical Chance 2 SP–
Slow Ammo Regeneration Advanced Carried shotgun ammo regrows 15% of its maximum per minute. Shotgun · Needs Threat Reduction 4 SP–
Quick Aim Foundation Aim down sights 15% faster with a bazooka. Bazooka 1 SP–
Pickup Scavenger Foundation Ammo pickups give 25% more bazooka ammo. Bazooka 1 SP–
Weapon Damage Specialization Bazooka damage +10%. Bazooka · Needs Quick Aim 2 SP–
Rate of Fire Specialization Bazooka fire rate +8%. Bazooka · Needs Quick Aim 2 SP–
Maximum Ammo Specialization Carry 20% more bazooka ammo. Bazooka · Needs Pickup Scavenger 2 SP–
Critical Chance Specialization +8% critical chance with a bazooka. Bazooka · Needs Weapon Damage 3 SP–
Fast Reload Specialization Reload a bazooka 15% faster. Bazooka · Needs Rate of Fire 2 SP–
Threat Reduction Specialization Enemies prefer you 15% less while you hold a bazooka. Bazooka · Needs Maximum Ammo 2 SP–
Knockback Specialization Bazooka hits push 25% harder. Bazooka · Needs Critical Chance 2 SP–
Slow Ammo Regeneration Advanced Carried bazooka ammo regrows 15% of its maximum per minute. Bazooka · Needs Threat Reduction 4 SP–
Desperado Signature Pistol hits within 2 s of each other stack (max 8): +6% pistol fire rate each. At 8 stacks pistol damage is 30% more until the chain breaks. Pistol · Needs Fast Reload · Gate: 6 SP in Pistol 6 SP–
Sustained Assault Specialization Each assault rifle shot fired within 0.35 s of the last adds +2% damage (max +30%) until you stop. Assault Rifle · Needs Fast Reload 3 SP–
Unlimited Power Signature Assault rifles never reload: shots draw straight from reserve and build heat. At full heat the gun locks for 2.5 s. Assault Rifle · Needs Sustained Assault · Gate: 6 SP in Assault Rifle 6 SP–
Zoom Critical Specialization +20% sniper critical chance while aiming down sights. Sniper · Needs Critical Chance 3 SP–
Penetration Signature Sniper shots pierce up to 3 targets and thin cover (glass, drywall), losing 25% per target; sniper damage 15% more. Sniper · Needs Zoom Critical · Gate: 6 SP in Sniper 5 SP–
Heat Seeker Signature Sniper shots bend up to 8° toward the nearest enemy head inside a 12° cone. Sniper · Needs Penetration · Gate: 6 SP in Sniper 6 SP–
Additional Pellets Specialization +2 shotgun pellets per shot. Shotgun · Needs Fast Reload 3 SP–
Tighter Spread Specialization Shotgun spread 25% tighter for longer reach. Stacks with Wider Spread. Shotgun · Needs Additional Pellets 2 SP–
Wider Spread Specialization Shotgun spread 30% wider and pellets push 20% harder, for crowds. Stacks with Tighter Spread. Shotgun · Needs Additional Pellets 2 SP–
Assassinate Signature A shotgun blast within 3 m on an unaware or staggered enemy deals 100% more damage and executes non-elites (8 s cooldown). Shotgun · Needs Tighter Spread or Wider Spread · Gate: 6 SP in Shotgun 6 SP–
Blast Radius Specialization Rocket blasts 20% larger (adds to Area of Effect). Bazooka · Needs Fast Reload 2 SP–
Structure Buster Specialization Rockets deal 50% more damage to walls, doors and props (adds to Structure Damage). Bazooka · Needs Blast Radius 3 SP–
Friendly Fuse Specialization Rockets fly through your crew instead of exploding on them, and your own blast hurts you 50% less. Bazooka · Needs Blast Radius 3 SP–

Combat Techniques

SkillCostPicked
Melee Range Foundation Punches and melee weapons reach 10% farther. Striking 1 SP–
Melee Damage Specialization Punches and melee weapons deal 12% more damage. Striking · Needs Melee Range 2 SP–
Melee Attack Speed Specialization Punch and swing 10% faster. Charge · Needs Melee Range 2 SP–
Melee Threat Reduction Specialization Enemies prefer you 20% less while you fight in melee. Duelist · Needs Melee Range 2 SP–
Critical Strike Specialization +10% critical chance in melee. Striking · Needs Melee Damage 3 SP–
Heavy Strike Charge Specialization Both charge levels fill 20% faster. Charge · Needs Melee Attack Speed 2 SP–
Melee Structure Damage Specialization Melee deals 50% more damage to doors and props. Charge · Needs Melee Attack Speed 3 SP–
Dodge Chance Advanced +10% chance to slip bullets and melee hits (overall cap 95%; elites and bosses subtract their accuracy). Duelist · Needs Melee Threat Reduction 4 SP–
Dash Advanced Own key: dash 5 m in your move direction (6 s cooldown). A movement skill, not a dodge. Mobility · Active · Needs Melee Threat Reduction 4 SP–
Low-Health Fury Advanced Below 35% health: melee damage +25% and melee speed +15%. Striking · Needs Critical Strike 4 SP–
Second Charge Level Specialization Hold longer for charge level 2: double spin and a two-hand uppercut that always crits. Charge · Needs Heavy Strike Charge 3 SP–
Counterattack Signature After a slip or a parry, strike back at an attacker within 2.2 m for 50% more damage (1.5 s cooldown). Duelist · Needs Dodge Chance · Gate: 6 SP in Duelist 5 SP–
Backstep Advanced Own key: hop 3 m backwards (5 s cooldown). A movement skill, not a dodge. Mobility · Active · Needs Dash 4 SP–
Repeated-Hit Momentum Advanced Each consecutive melee hit in a combo adds +3% melee damage (max 10) until the combo ends. Striking · Needs Low-Health Fury 4 SP–
Soul Like Signature Own key: parry melee hits and bullets for 0.25 s (1 s cooldown). Cooldown reduction and attack speed never change either. Duelist · Active · Needs Counterattack · Gate: 6 SP in Duelist 6 SP–
Dash Strike Signature When your target is knocked out of reach, your next click dashes to it (≤4 m) and continues the combo. Striking · Needs Repeated-Hit Momentum · Gate: 6 SP in Striking 5 SP–
AFK Fighter Ultimate Stand still with fists or a melee weapon for 1 s: you punch whoever is in reach and slip 15% more often. Never rolls for you; the dodge cap stays 95%. Combat · Needs Repeated-Hit Momentum and Soul Like · Gate: 10 SP in Combat Techniques 8 SP–

Survival

SkillCostPicked
Maximum Health Foundation +25 maximum health. Tank 1 SP–
HP Regeneration Specialization Regenerate 1.5 health per second. Tank · Needs Maximum Health 3 SP–
Damage Reduction Specialization Take 6% less damage (overall cap 80%). Tank · Needs Maximum Health 3 SP–
Negative Status Recovery Specialization Control effects on you last 20% shorter (shares the 75% cap). Tank · Needs HP Regeneration 3 SP–
Defense Specialization +20 Defense: about 10% damage reduction, inside the 80% cap. Tank · Needs Damage Reduction 3 SP–
Maximum Armor Foundation +20 maximum armour. Armour 1 SP–
Armor Generation Specialization Armour regenerates 25% faster. Armour · Needs Maximum Armor 3 SP–
Armor Threat Reduction Specialization Enemies prefer you 20% less while your armour holds. Armour · Needs Maximum Armor 2 SP–
Armor Movement Penalty Specialization Armour slows you 30% less. Armour · Needs Maximum Armor 2 SP–
Quick Patching Signature Armour starts regenerating 40% sooner and regenerates 25% more. Armour · Needs Armor Generation · Gate: 6 SP in Armour 5 SP–
Armor Blaster Signature When your armour breaks it bursts: 40 damage and a knockback to enemies within 4 m (20 s cooldown). Armour · Needs Armor Threat Reduction · Gate: 6 SP in Armour 5 SP–
Armor Blaster Stunt Signature The armour burst also stuns for 1.2 s and gives you +30% move speed for 2 s. Armour · Needs Armor Blaster · Gate: 6 SP in Armour 6 SP–
Running Stamina Efficiency Foundation Sprinting uses 15% less stamina. Stamina 1 SP–
Stamina Capacity Foundation +25 stamina. Stamina 1 SP–
Movement Speed Specialization Move 5% faster. Stamina · Needs Running Stamina Efficiency 2 SP–
Stamina Regeneration Specialization Stamina regenerates 25% faster. Stamina · Needs Stamina Capacity 2 SP–
Marathon Signature Sprinting uses 40% less stamina and stamina regenerates 30% more. Stamina · Needs Movement Speed and Stamina Regeneration · Gate: 6 SP in Stamina 5 SP–
Eating Speed Foundation Eat snacks 25% faster. Snack · Requires the Snack gadget equipped 1 SP–
Snack Capacity Specialization +1 Snack charge per heist. Snack · Needs Eating Speed · Requires the Snack gadget equipped 2 SP–
Snack Healing Bonus Specialization Snacks heal 30% more. Snack · Needs Eating Speed · Requires the Snack gadget equipped 3 SP–
Snack Skill Cooldown Specialization Snack cooldown 30% shorter. Snack · Needs Snack Capacity · Requires the Snack gadget equipped 3 SP–
Snack Armor + Stamina Specialization Each snack also adds 25 armour points and 40 stamina. Snack · Needs Snack Healing Bonus · Requires the Snack gadget equipped 3 SP–
Snack Sharing Advanced Eating heals up to 3 teammates within 6 m by half the snack (once per 10 s each). Snack · Needs Snack Healing Bonus · Requires the Snack gadget equipped 4 SP–
Emergency Snack Signature A lethal hit eats a snack instead: you survive at 1 HP, then the snack heals you (one Snack charge, 90 s cooldown). Snack · Needs Snack Skill Cooldown · Gate: 6 SP in Snack · Requires the Snack gadget equipped 5 SP–
Gluttonous Signature Snack healing past full health becomes overheal. It lasts until spent and clears at heist end. Snack · Needs Snack Armor + Stamina · Gate: 6 SP in Snack · Requires the Snack gadget equipped 6 SP–

Stealth & Deception

SkillCostPicked
Quiet Running Foundation Sprinting is 25% quieter. Sneaking 1 SP–
Low Profile Specialization Guards and cameras notice you 15% slower. Sneaking · Needs Quiet Running 2 SP–
Quick Lockpicking Specialization Pick locks 35% faster. Objectives · Needs Quiet Running 2 SP–
Fast Pager Response Specialization Answer pagers 40% faster. Pagers · Needs Quiet Running 2 SP–
Objective Discretion Specialization Objective work is 30% quieter, and you are noticed 25% slower while you do it. Objectives · Needs Quick Lockpicking 3 SP–
Extra Pager Response Advanced The crew can answer one more pager before the alarm (best of the crew, never summed). Pagers · Needs Fast Pager Response 4 SP–
Now You See Meow Signature Own key: cameras within 15 m can't see you for 8 s. Before the alarm only (60 s cooldown). Sneaking · Active · Needs Low Profile · Gate: 6 SP in Stealth & Deception 5 SP–

Explosives & Throwables

SkillCostPicked
Area of Effect Foundation Throwables and rocket blasts are 15% larger. Blast 1 SP–
Bomb Damage Specialization Throwables and rocket blasts deal 15% more damage. Blast · Needs Area of Effect 2 SP–
Maximum Bombs Specialization +1 throwable charge per heist. Supply · Needs Area of Effect 2 SP–
Friendly-Fire Protection Specialization Your explosions hurt you and your crew 50% less. Safety · Needs Area of Effect 3 SP–
Structure Damage Specialization Throwables and rockets deal 50% more damage to walls, doors and props. Blast · Needs Bomb Damage 3 SP–
Pickup Refill Chance Specialization Ammo pickups have a 25% chance to refill one throwable charge. Supply · Needs Maximum Bombs 3 SP–
Stuntman Advanced Your own explosions launch you instead of hurting you. Safety · Needs Friendly-Fire Protection 4 SP–
Elite and Boss Damage Advanced Throwables and rockets deal 30% more damage to elites and bosses. Blast · Needs Structure Damage 4 SP–
Largest Enemy Tracking Advanced Thrown bombs steer toward the toughest enemy within 6 m of where they would land. Supply · Needs Pickup Refill Chance 4 SP–
Pawcalypse Ultimate Your throwable's blast calls four extra strikes from four directions; five impacts overlap at the centre (20 s cooldown). Blast · Needs Elite and Boss Damage · Gate: 10 SP in Explosives & Throwables 8 SP–
Ultimate Art Ultimate Hold throw for 1.5 s to fuse three charges into one masterpiece: triple damage, double radius (60 s cooldown). Safety · Active · Needs Stuntman and Largest Enemy Tracking · Gate: 10 SP in Explosives & Throwables 10 SP–

Gadgets

SkillCostPicked
Rapid Deployment Foundation Place the Toolbox 40% faster. Toolbox 1 SP–
Refill Budget Specialization Each teammate can refill from your Toolbox one more time. Toolbox · Needs Rapid Deployment 3 SP–
So Poor Signature Once per heist, a spent Toolbox restocks itself with one refill when a teammate within 10 m is below 20% ammo. Toolbox · Needs Refill Budget · Gate: 4 SP in Toolbox 6 SP–
Rapid Deployment Foundation Place the Voodoo Doll 40% faster. Voodoo Doll 1 SP–
Electronic Door Unlock Specialization A placed doll opens electronic locks within 6 m. Voodoo Doll · Needs Rapid Deployment 3 SP–
Camera Jam Specialization Cameras within 10 m of a standing doll see nothing. Voodoo Doll · Needs Rapid Deployment 3 SP–
Alert Delay Specialization If the alarm goes off while your doll stands, the police arrive 20 s later (once per doll). Voodoo Doll · Needs Rapid Deployment 3 SP–
More Voodoo Advanced +1 Voodoo Doll per heist. Voodoo Doll · Needs Camera Jam 4 SP–
Round Timer Delay Advanced While your doll stands, the next assault wave or round starts 15 s later (once per doll). Voodoo Doll · Needs Alert Delay 4 SP–
Back to Basic Ultimate For 10 s after placing, bullets vanish inside the doll's 6 m radius, yours and theirs (not elite or boss shots). Enemies target the doll (30 s cooldown). Voodoo Doll · Needs More Voodoo · Gate: 10 SP in Voodoo Doll 7 SP–
Collar Speed Foundation Put collars on 40% faster. Electric Collar 1 SP–
More Collars Specialization +2 Electric Collars per heist. Electric Collar · Needs Collar Speed 2 SP–
Collar Non-Civilians Advanced Collars also work on restrained guards and staff. Electric Collar · Needs Collar Speed 4 SP–
Civilian Rescue Advanced Send a collared civilian to the exit: each one who arrives adds 400 loot value at payday (max 4). Electric Collar · Active · Needs More Collars 4 SP–
Convert Guard Signature Hold on a collared guard for 3 s to turn them into an ally who fights for the crew. Electric Collar · Active · Needs Collar Non-Civilians · Gate: 6 SP in Electric Collar 6 SP–
Convert Police Signature Collared assault police can be turned into allies the same way. Electric Collar · Active · Needs Collar Non-Civilians · Gate: 6 SP in Electric Collar 6 SP–
Beating Does Something Magical Ultimate Punching a collared or converted NPC bonds them: a burst knocks enemies back, they copy two of your passive skills at half strength, and your hits heal them. Electric Collar · Needs Civilian Rescue · Gate: 10 SP in Electric Collar 8 SP–
Convert Elite Ultimate Stunned elites below 30% health can be collared and converted (one at a time). Electric Collar · Active · Needs Convert Guard and Convert Police · Gate: 10 SP in Electric Collar 8 SP–
More Sleepbags Specialization +1 Sleepbag per heist. Sleepbag 2 SP–
Bag Faster Specialization Bag bodies 40% faster. Sleepbag 2 SP–
Quiet Capture Advanced Bagging makes no sound, and anyone who sees it notices half as fast. Sleepbag · Needs More Sleepbags or Bag Faster 4 SP–
Sleeping Beauty Ultimate Hold melee behind an unaware guard or civilian for 0.8 s: they fall asleep with no pager call. Sleepers never wake on their own and bag twice as fast. Sleepbag · Active · Needs Quiet Capture · Gate: 8 SP in Sleepbag 7 SP–
Extra Scarecrow Specialization +1 Scarecrow per heist. Scarecrow 2 SP–
Scarecrow HP Specialization Scarecrows have 50% more health. Scarecrow · Needs Extra Scarecrow 3 SP–
Scarecrow Range Specialization Scarecrows draw attention from 30% farther. Scarecrow · Needs Extra Scarecrow 2 SP–
Melee Scarecrow Specialization Scarecrows swipe up to 3 enemies within 1.8 m every 1.2 s for 18 damage. Scarecrow · Needs Extra Scarecrow 3 SP–
Scarecrow Taunt Specialization Enemies prefer your scarecrows 50% more. Scarecrow · Needs Scarecrow HP 3 SP–
Extra Scarecrow II Advanced +1 more Scarecrow per heist. Scarecrow · Needs Scarecrow Range 4 SP–
Scarecrow Damage Specialization Scarecrow and Megapawn hits deal 50% more damage. Scarecrow · Needs Melee Scarecrow 3 SP–
Megapawn Ultimate Your next scarecrow stands up as Megapawn: a walking decoy with double health that follows you and fights in melee. Scarecrow · Active · Needs Extra Scarecrow II and Scarecrow Damage · Gate: 10 SP in Scarecrow 8 SP–
Gadget Slot Specialization +1 gadget slot (2 at most). Loadout 3 SP–
Free Slot Signature One extra slot for anything. A second weapon or armour is a swap, never used at once; a second gadget keeps its own charges. Loadout · Needs Gadget Slot · Gate: 3 SP in Loadout 6 SP–

Crew & Tactics

SkillCostPicked
Preplan Discount Foundation Preplans you pay for cost 10% less. Planner 1 SP–
AI Cost Reduction Specialization AI crew you hire take 25% less from the loot value. Planner · Needs Preplan Discount 3 SP–
Civilian Kill Cost Reduction Specialization Civilian-kill penalties take 25% less from your loot value. Planner · Needs Preplan Discount 3 SP–
Behind the Scenes Ultimate One eligible preplan is free each heist (one per crew, however many own this). Planner · Needs AI Cost Reduction and Civilian Kill Cost Reduction · Gate: 7 SP in Planner 10 SP–
Drill Upgrade Specialization Drills you start or fix run 25% faster. Tech 2 SP–
Hacking Speed Specialization Hack 30% faster. Tech · Needs Drill Upgrade 2 SP–
Shout Radius Specialization Your shout reaches 30% farther. Talker 2 SP–
Shout Impact Specialization People you shout at stay down 40% longer. Talker · Needs Shout Radius 3 SP–
Repeat Heist XP Protection Specialization Repeating a heist costs half as much character XP (2.5% per repeat). Career 3 SP–
Experience and Reward Increase Signature +10% character XP and +10% coins. Career · Needs Repeat Heist XP Protection · Gate: 3 SP in Career 5 SP–
Four Leave Cover Signature +20% Loot Luck: better completion reward rarity odds. Career · Needs Repeat Heist XP Protection · Gate: 3 SP in Career 5 SP–

Perks & Economics

SkillCostPicked
More Perk Choices Foundation See one more card in each run-perk pick. Perks 1 SP–
More Rerolls Specialization One more run-perk reroll per pick. Perks · Needs More Perk Choices 2 SP–
Perk Rarity Specialization Run-perk draws shift 8 points of weight from Common to Rare (+5) and Epic (+3). Perks · Needs More Perk Choices 3 SP–
Start with 1 Perk Specialization Pick one run perk as the heist starts. Perks · Needs More Perk Choices 3 SP–
Greed Is Good Signature +2% coins for every run perk you picked this heist (max +20%). Perks · Needs Perk Rarity · Gate: 6 SP in Perks 5 SP–
Start with 2 Perks Signature Pick two run perks as the heist starts (replaces Start with 1 Perk). Perks · Needs Start with 1 Perk · Gate: 6 SP in Perks 5 SP–