Perks

Gangster Nation Guide

Perks are temporary boosts which improve your progress in different areas of the game, for example halfing your timers.

A perk can either be activated or consumed depending on the type.

You can obtain new perks from the Black Market, the Credit Store, and from other gangsters in the Trade Center or Auction House


Perks screen

The screen shows your perks as a series of buttons. The ring around a perk represents its status - a green ring means the perk is ready to use, an orange ring means the perk is partially consumed and a red ring means the perk is in use or has been locked.

Select a perk to see more information including:

Locking

You can lock a perk to help keep it safe. When a perk is locked:

Buying and selling

If you need to buy or sell a perk, do so through the Trade Center or Auction House. You should only transfer a perk directly to someone as a gift because you could be scammed.

Any insured perks which are transferred to another player through these features will become uninsured.

Non-transferable perks

Perks can be transferable or non-transferable, the latter type cannot be auctioned or sent to another gangster.

As soon as you activate or partially consume a transferable perk, it becomes non-transferable.

Insurance

An insured perk remains on your account during the current round, even after death. Some perks, such as those bought from the Credit Store, are insured when you first obtain them. For others, you can insure them yourself at a cost of $250,000 per perk. As soon as you activate, partially consume or transfer an insured perk, it's no longer insured.

Perks give you a boost in specific areas of the game. The main areas you can obtain perks from are the Black Market and Credit Store. You can also buy from other gangsters through the Auction House or Trade Center.

This page lists all of the available perks in the game.


Perk consumption order

When consuming a perk, should you have multiple of the same perk, the perks are consumed in the following order:

  1. Any perk which is already partially consumed.
  2. Any perk which is transferable, smaller count first.
  3. Any perk which are non-transferable (e.g. from the Credit Store), smaller count first.

Available perks