Wolfenstein 3 · in production · announced November 12, 2026
Wolfenstein 3 Guide

All 32 perks, and how to unlock them

Perks · New Order 2014 · Checked 2026-11-14

Quick answer

32 perks in four trees. Stealth gives Vampire and Scout II, the two that change the game. Progress lives on your profile, so reloading a checkpoint never costs you a counter.

Wolfenstein: The New Order gives you 32 perks across four trees, and every single one has an achievement attached. Most of them are cumulative counters you will fill by accident. A handful are not, and those are the ones people finish the game without.

Wolfenstein: The New Order (2014) official Steam screenshot
Wolfenstein: The New Order (2014) - official Steam screenshot

How the perk system actually works

Progress is tracked on your profile, not your save. If you load an older chapter or checkpoint, perk counters do not roll back, so you can grind a requirement, unlock the perk, then reload and keep it.

That single rule is why the prologue is the best place to farm. The 1946 section has plenty of soldiers, plenty of cover, and no penalty for replaying it.

RuleWhat it means for you
Counters live on the profileReloading a checkpoint does not undo perk progress
Some perks need a parent perk firstPick the parent, then the child unlocks its counter
Extra modes disable perksEnigma modes and combat challenges do not progress anything
Every perk has an achievement32 perks, 32 achievements, all of them cumulative or repeatable

The stealth tree, in unlock order

This is the tree worth doing first, because two of its perks make every other collectible hunt easier.

PerkUnlocks whenWhat it does
Scout I1 stealth kill on a commanderMarks commander intel on screen
Knife throwing5 stealth killsLets you throw knives
Knife sheath +Knife throwing, then 5 throwing-knife stealth killsCarries one more knife
Silent shot5 silenced-pistol stealth killsMore damage from the silenced handgun
Scout II5 stealth commander killsShows commanders on the map
VampireSilent shot, then 5 stealth takedowns while overchargedTakedowns restore health
Knife sheath ++Knife sheath +, then 20 throwing-knife stealth killsCarries one more knife
Assassin50 soldier stealth kills and 5 Kampfhund stealth killsQuieter sprint, faster crouch movement

Vampire is the one to chase. Takedowns refilling health changes how aggressively you can play the rest of the game, and it costs nothing but patience in the prologue.

The tactical tree, the shooters' tree

Headshots and cover kills, mostly. These come naturally if you aim rather than spray.

PerkUnlocks whenWhat it does
Deadeye3 assault rifle and 3 pistol headshots while aiming down sightsMore headshot damage when aiming
Quick draw40 headshot killsFaster weapon swaps
Quick regenerationOvercharge health to 200Health regenerates faster
Gun magazine +15 pistol kills from coverBigger handgun magazine
Shotgun magazine +Gun magazine +, then 10 ricochet kills in shrapnel modeBigger shotgun magazine
AR magazine +80 assault rifle kills from coverBigger rifle magazine
Marksman magazine +AR magazine +, then 3 consecutive scoped kills without leaving scopeBigger Marksman magazine
Quick reload100 rifle kills, 50 pistol kills, 25 Marksman killsFaster reloads
Double reload10 dual-wield killsFaster dual-wield reloads

The ricochet requirement on Shotgun magazine + is the one that stalls people. Shrapnel mode bounces pellets off surfaces, so you need to shoot at walls and floors near enemies rather than at the enemies themselves.

Assault and demolition

Sprint, turret and explosive counters. Two of these need deliberate setups.

PerkUnlocks whenWhat it does
Endurance I3 kills while sprint-slidingFaster dual-wield sprint
ScavengerEndurance I, then 3 kills in a row with dual assault rifles without releasing the triggerMore ammo from dual-wield kills
Bullet feeder20 turret killsMore ammo stored in turrets
Grenade pouch +10 grenade killsCarries one more grenade
Grenade pouch ++Grenade pouch +, then kill a commander with a grenadeCarries one more grenade
BullseyeGrenade pouch ++, then 5 grenade kills on mechanical enemiesGrenades detonate on contact
Rocket magazine +Bullseye, then 5 dual-wield underbarrel kills within 10 secondsMore rocket ammo
Vaporize5 kills by shooting enemies so they drop live grenadesBigger explosive vaporisation
SentinelVaporize, then 5 kills by throwing grenades backLess self-damage from your own explosives
Hardened50 grenade or underbarrel killsLess damage from enemy explosives

Rocket magazine + asks for five underbarrel kills in ten seconds. Save it for a room with a cluster of enemies and both launchers loaded, because a partial run resets the timer.

What to do before you leave the prologue

The prologue is a self-contained 1946 assault with soldiers, commanders, cover and a shotgun. If you spend twenty extra minutes there you can bank most of the stealth tree and a good part of tactical before the game properly starts.

  1. Kill every commander from behind rather than shooting them. That feeds Scout I, Scout II and Assassin at once.
  2. Do your stealth takedowns while overcharged. Overcharge comes from health pickups above your maximum, so grab a big health item then go hunting.
  3. Fire the pistol from cover for fifteen kills, and aim down sights for the headshot counters.
  4. Throw knives only after Knife throwing is unlocked, otherwise the kills do not count toward the sheaths.

Perks you cannot get in one playthrough

You can. Every perk counter carries across chapter select, and none of them are tied to the Fergus or Wyatt branch. If you skipped a requirement in chapter 4, go back to chapter 4 and finish it.

The one real limitation is extra modes. Enigma code modes and combat challenges disable perk progression entirely, so a 999 run will not advance any of these counters.

The enigma code page has the 72-fragment solution set, and the Fergus or Wyatt page covers the one choice that changes what you can upgrade.