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[[Perks]] comprise three categories: [[level perks]], [[support perks]] and [[weapon perks]].
There are three types of Perks:
* [[level perks|Level Perks]]
** Max 8 per character (6 with [[Skilled]] Trait)
** Ends at Level 24, but last perk can be delayed through Level 29
** On-screen indicator prompts player to choose
* [[Support Perks]]
** '''No''' hard maximum
** Many support perks are not Level-specific
** '''No''' on-screen indicator
** Available via NPC dialogue, even after [[Levels|Level]] 30
* [[weapon perks|Weapon Perks]] - built into certain weapons


[[Level perks]] can be gained every 3 or 4 [[levels]], depending on what [[traits]] your character has, using the perk selection window that appears  on the character screen whenever it is possible for you to acquire a new ability. 


Any [[support perk]] can be gained at any time through talking to an NPC that gives it, provided that your character meets its requirements. There is no limit as to how many [[support perks]] a character can have.
{{NavboxBasic}}


[[Weapon perks]] denote special qualities that some of the [[weapons]] have, and cannot be influenced in any way by players, save for upgrading the [[weapon]].
[[Category:Perks]]
 
Regardless of its type, gaining a perk permanently unlocks its bonus, e.g. gaining [[Lifegiver]] increases the number of [[hit points]] your character has forever. There is no possibility of reverting the choice of a perk once the decision has been made. It is entirely up to the player to decide whether or not s/he wishes to gain a perk when given the possibility; no system exists to randomly select a perk should no decision be made by the player.
 
It is important to note that omitting to choose a perk at a given [[level]] results in its loss if then another level is reached such that it would normally allow your character to choose a perk additional to that which you decided not to acquire when given the option.
 
Some perks have more than one rank, i.e. it is possible to gain them more than once. Typically, the higher the rank of a perk, the greater the bonus it gives is. Requirements may vary for different ranks of a perk, usually the higher the rank, the higher the [[skill]]/[[level]] requirements that must be met prior to acquiring it are.
 
'''Note:''' When determining what perks can be gained by a player, the game checks his/her nominal [[statistics]]. It is therefore impossible for a character whose base [[Strength]] is 5 to take a perk requiring at least 6 points of [[Strength]], for example, even if s/he temporarily gains a point of [[Strength]] by using a strength-enhancing drug prior to opening the perk selection window or initiating a dialogue with an [[NPC]].
 
 
 
==Table of Perks==
 
[[Support perks]] are marked with an asterisk; [[weapon perks]] are excluded.
 
{| class="wikitable sortable" border="1"
|-
!  Name
!  Rank/number of ranks
!  Required level
!  Other requirements
!  Bonus
|-
|  [[Action Boy]]
|  1/2
|  12
|  [[Agility]] ≥ 6
|  +1 to [[Action Points]]
|-
|  [[Action Boy]]
|  2/2
|  15
|  [[Agility]] ≥ 6
|  +1 to [[Action Points]]
|-
|  [[Adrenaline Rush]]
|  1/1
|  3
|  [[Strength]] ≥ 5
|  [[HP]] loss effects [[DT]]'s and [[DR]]'s incremental increase at certain thresholds
|-
|  [[Awareness]]*
|  1/1
|  n/a
|  [[Perception]] ≥ 6, or [[Unarmed]] or [[Melee Weapons]] ≥ 100%
|  Hovering the cursor over a critter displays detailed information about it
|-
|  [[Better Criticals]]
|  1/1
|  12
|  [[SG]], [[BG]], [[EW]], or [[Throwing]] ≥ 175%
|  Much more devastating [[critical hits]]
|-
|  [[Blessed Are the Weak]]
|  1/1
|  9
|  [[First Aid]] ≥ 125%
|  Ability to heal [[weakened]] individuals
|-
|  [[Bonus HtH Attacks]]
|  1/1
|  18
|  [[Unarmed]] or [[Melee Weapons]] ≥ 180%
|  -1 AP to [[HtH]] attack cost
|-
|  [[Bonus HtH Damage]]
|  1/1
|  3
|  [[Unarmed]] or [[Melee Weapons]] ≥ 75%
|  +7 to [[melee]] damage
|-
|  [[More HtH Criticals]]
|  1/1
|  6
|  [[Unarmed]] or [[Melee Weapons]] ≥ 100%
|  +15% to [[critical hit chance]] for HtH/[[melee]] attacks
|-
|  [[Bonus Move]]
|  1/1
|  3
|  [[Agility]] ≥ 6
|  +2 [[AP]]s that can only be expended for movement in [[TB]] combat
|-
|  [[Bonus Ranged Damage]]
|  1/2
|  9
|  [[SG]] or [[BG]] ≥ 150%
|  +2 to a weapon's damage range when using small or big guns
|-
|  [[Bonus Ranged Damage]]
|  2/2
|  12
|  [[SG]] or [[BG]] ≥ 175%
|  +2 to the weapon's damage range when using small or big guns
|-
|  [[Bonus Rate of Fire]]
|  1/1
|  18
|  [[SG]], [[BG]], [[EW]] or [[Throwing]] ≥ 180%
|  -1 [[AP]] to ranged attack cost, except if throwing melee-class items
|-
|  [[Cautious Nature]]*
|  1/1
|  n/a
|  [[Perception]] ≥ 6, [[Outdoorsman]] ≥ 100%
|  +3 to [[Perception]] when determining placement in [[random encounters]]
|-
|  [[Dead Man Walking]]*
|  1/1
|  n/a
|  [[Intelligence]] ≥ 5, [[Doctor]] ≥ 50%
|  Doubled negative [[HP]] capacity
|-
|  [[Demolition Expert]]*
|  1/1
|  n/a
|  [[Traps]] ≥ 125%
|  No unwanted explosions and extra damage for the wanted ones
|-
|  [[Dismantler]]*
|  1/1
|  n/a
|  [[Science]] ≥ 120%
|  Doubled amount of [[resources]] received from [[dismantling]] items
|-
|  [[Dodger]]
|  1/1
|  12
|  [[Agility]] ≥ 8
|  +20 to [[AC]]
|-
|  [[Dodger+]]
|  1/1
|  15
|  [[Agility]] ≥ 10
|  +40 to [[AC]]
|-
|  [[Earlier Sequence]]
|  1/1
|  3
|  [[Perception]] ≥ 5
|  +2 to [[Sequence]]
|-
|  [[Educated]]*
|  1/1
|  n/a
|  [[Intelligence]] ≥ 8, [[Science]] ≥ 100%
|  +2 to [[SP]] per [[level]]
|-
|  [[Even More Criticals]]
|  1/1
|  6
|  [[SG]], [[BG]], [[EW]] or [[Throwing]] ≥ 125%
|  +10% to [[critical hit chance]]
|-
|  [[Even Tougher]]
|  1/1
|  9
|  [[Endurance]] ≥ 6
|  +3 to [[DT]], +10 to [[DR]]
|-
|  [[Explorer]]*
|  1/1
|  n/a
|  [[Outdoorsman]] ≥ 150
|  Faster [[world map]] travelling
|-
|  [[Faster Healing]]*
|  1/1
|  n/a
|  [[Intelligence]] ≥ 6, [[Doctor]] ≥ 75%
|  +5 to [[healing rate]]
|-
|  [[Quick Pockets]]
|  1/1
|  6
|  [[Agility]] ≥ 5
|  (Un)equipping/picking up items is done at half its normal [[AP]] cost. Reloading cost reduced to 1 AP 
|-
|  [[Gain Agility]]
|  1/1
|  12
|  [[Agility]] ≤ 9
|  +1 to [[Agility]]
|-
|  [[Gain Charisma]]
|  1/1
|  12
|  [[Charisma]] ≤ 9
|  +1 to [[Charisma]]
|-
|  [[Gain Endurance]]
|  1/1
|  12
|  [[Endurance]] ≤ 9
|  +1 to [[Endurance]]
|-
|  [[Gain Intelligence]]
|  1/1
|  12
|  [[Intelligence]] ≤ 9
|  +1 to [[Intelligence]]
|-
|  [[Gain Luck]]
|  1/1
|  12
|  [[Luck]] ≤ 9
|  +1 to [[Luck]]
|-
|  [[Gain Perception]]
|  1/1
|  12
|  [[Perception]] ≤ 9
|  +1 to [[Perception]]
|-
|  [[Gain Strength]]
|  1/1
|  12
|  [[Strength]] ≤ 9
|  +1 to [[Strength]]
|-
|  [[Gecko Skinning]]*
|  1/1
|  n/a
|  [[Outdoorsman]] ≥ 50%
|  Ability to skin geckos
|-
|  [[Ghost]]
|  1/1
|  12
|  [[Sneak]] ≥ 150%
|  +30 bonus to [[Sneak]] when within 5 hexes from a wall
|-
|  [[Harmless]]*
|  1/1
|  n/a
|  [[Charisma]] ≥ 6, [[Steal]] ≥ 125%
|  Halved [[reputation]] loss when [[stealing]]
|-
|  [[Healer]]
|  1/1
|  3
|  [[First Aid]] ≥ 75%
|  +15-30 to hit points healed using [[First Aid]]
|-
|  [[Healer+]]
|  1/1
|  6
|  [[First Aid]] ≥ 100%
|  +20-40 to hit points healed using [[First Aid]]
|-
|  [[Heave Ho!]]
|  1/1
|  6
|  [[Throwing]] ≥ 100%
|  +1 to [[Strength]] when calculating how far you can throw
|-
|  [[Heave Ho!!]]
|  1/1
|  9
|  [[Throwing]] ≥ 150%
|  +1 to [[Strength]] when calculating how far you can throw
|-
|  [[Hit the Gaps]]
|  1/1
|  12
|  [[Unarmed]] or [[Melee Weapons]] ≥ 150%
|  -25% to your target's armor's critical modifiers
|-
|  [[Better HtH Criticals]]
|  1/1
|  15
|  [[Unarmed]] or [[Melee Weapons]] ≥ 175%
|  Power of criticals increased by 25% when unarmed or using [[melee]] [[weapons]]
|-
|  [[HtH Evade]]
|  1/1
|  6
|  [[Unarmed]] or [[Melee Weapons]] ≥ 75%
|  +20 to [[AC]] when both item slots are empty
|-
|  [[HtH Evade+]]
|  1/1
|  9
|  [[Unarmed]] or [[Melee Weapons]] ≥ 150%
|  +40 to [[AC]] when both item slots are empty
|-
|  [[In Your Face!]]
|  1/1
|  9
|  [[Unarmed]] or [[Melee Weapons]] ≥ 125%
|  Attackers' [[chance to hit]] you drops significantly if s/he is standing on a hex next to yours
|-
|  [[Iron Grip]]
|  1/1
|  12
|  [[Strength]] ≥ 8
|  Reduced chance of dropping a [[weapon]] or having an arm [[crippled]] when hit
|-
|  [[Lifegiver]]
|  1/3
|  12
|  [[Endurance]] ≥ 5
|  +20 to [[hit points]]
|-
|  [[Lifegiver]]
|  2/3
|  15
|  [[Endurance]] ≥ 6
|  +30 to [[hit points]]
|-
|  [[Lifegiver]]
|  3/3
|  18
|  [[Endurance]] ≥ 7
|  +40 to [[hit points]]
|-
|  [[Light Step]]*
|  1/1
|  n/a
|  [[Traps]] ≥ 50%
|  Chance to set off a trap reduced by 50%
|-
|  [[Livewire]]
|  1/1
|  3
|  [[Agility]] ≥ 6
|  Doubled [[AC]] derived from [[Agility]]
|-
|  [[Living Anatomy]]
|  1/1
|  12
|  [[First Aid]] ≥ 150%
|  +5 to [[damage]] when attacking living organisms, better luck when using [[First Aid]]
|-
|  [[Magnetic Personality]]*
|  1/1
|  n/a
|  [[Speech]] ≥ 100%
|  +50 to [[party points]], +1 to maximum [[party size]]
|-
|  [[Man of Steel]]
|  1/1
|  15
|  [[Endurance]] ≥ 8
|  Increased resistance to [[critical hits]]
|-
|  [[Master Thief]]*
|  1/1
|  n/a
|  [[Steal]] ≥ 125%
|  [[Stealing]] [[cooldown]] reduced by 50%
|-
|  [[Medic]]
|  1/1
|  15
|  [[First Aid]] ≥ 175%
|  Healing [[cooldowns]] reduced by 50%
|-
|  [[More Critical]]
|  1/1
|  3
|  [[SG]], [[BG]], [[EW]] or [[Throwing]] ≥ 100%
|  +5% to [[critical hit chance]]
|-
|  [[More Ranged Damage]]
|  1/1
|  15
|  [[SG]], [[BG]], [[EW]] or [[Throwing]] ≥ 200%
|  +3 to a weapon's damage range when using small or big guns
|-
|  [[Mr. Fixit]]*
|  1/1
|  n/a
|  [[Repair]] ≥ 120%
|  [[Repairing]] items is easier
|-
|  [[Negotiator]]*
|  1/1
|  n/a
|  [[Barter]] ≥ 125%
|  [[Reputation]] lower than neutral is upgraded to neutral when talking to [[NPCs]]
|-
|  [[Pack Rat]]*
|  1/1
|  6
|  None
|  You can carry more
|-
|  [[Pathfinder]]*
|  1/1
|  n/a
|  [[Outdoorsman]] ≥ 150%
|  15% faster world map travelling
|-
|  [[Pickpocket]]*
|  1/1
|  n/a
|  [[Steal]] ≥ 125%
|  Easier [[stealing]]
|-
|  [[Pyromaniac]]
|  1/2
|  9
|  [[BG]] ≥ 100%
|  +20 to damage when using fire-based weaponry
|-
|  [[Pyromaniac]]
|  2/2
|  15
|  [[BG]] ≥ 150%
|  +20 to damage when using fire-based weaponry
|-
|  [[Quick Recovery]]
|  1/1
|  3
|  [[Agility]] ≥ 6
|  Recovering from knock downs/knock outs costs significantly fewer [[APs]] than it normally would
|-
|  [[Rad Resistance]]*
|  1/1
|  n/a
|  [[Intelligence]] ≥ 7, [[Doctor]] ≥ 100%
|  +30% to [[radiation resistance]], +20% to [[poison]] resistance
|-
|  [[Ranger]]*
|  1/1
|  n/a
|  [[Outdoorsman]] ≥ 100%
|  Ability to craft several new items, a [[safe house]] instead of a [[tent]]
|-
|  [[Right between the Eyes]]
|  1/1
|  15
|  [[SG]], [[BG]], [[EW]], or [[Throwing]] ≥ 200%
|  -50% to your target's helmet's critical modifiers
|-
|  [[Scout]]*
|  1/1
|  n/a
|  [[Outdoorsman]] ≥ 150%
|  Faster revealing of the covered areas of the [[world map]]
|-
|  [[Sex Appeal]]*
|  1/1
|  n/a
|  [[Speech]] ≥ 75%
|  +250 to [[reputation]] when interacting with the opposite sex
|-
|  [[Sharpshooter]]
|  1/1
|  9
|  [[SG]], [[BG]], [[EW]], or [[Throwing]] ≥ 150%
|  +2 to [[Perception]] when determining how far you can see, +8% to your [[chance to hit]]
|-
|  [[Silent Death]]
|  1/1
|  15
|  [[Sneak]] ≥ 175%
|  Attacking a critter from behind always causes a [[critical hit]] when unarmed, using melee weapons, throwing grenades or firing one-handed guns.
|-
|  [[Silent Running]]
|  1/1
|  6
|  [[Sneak]] ≥ 100%
|  No penalty for running while in sneak mode
|-
|  [[Snakeater]]*
|  1/1
|  n/a
|  [[Endurance]] ≥ 6, [[Outdoorsman]] ≥ 75%
|  +30 to [[poison]] resistance and +20 to [[radiation resistance]]
|-
|  [[Speaker]]*
|  1/1
|  n/a
|  [[Speech]] ≥ 125%
|  Your [[followers]]' loyalty decreases at half the normal rate
|-
|  [[Stealth Girl]]*
|  1/1
|  n/a
|  [[Sneak]] ≥ 100%, [[Repair]] ≥ 100%
|  Doubled [[stealth boy]]'s battery life
|-
|  [[Stonewall]]
|  1/1
|  9
|  [[Strength]] ≥ 6
|  Better chance of avoiding knock-downs and knock-outs
|-
|  [[Strong Back]]*
|  1/1
|  6
|  [[Endurance]] ≥ 6
|  +22 to [[carry weight]] capacity
|-
|  [[Swift Learner]]*
|  1/1
|  n/a
|  [[Intelligence]] ≥ 6, [[Science]] ≥ 50%
|  +10% to all your [[experience point]] gains
|-
|  [[Thief]]*
|  1/1
|  n/a
|  [[Steal]] ≥ 100%
|  [[Luck]]/50 chance of no [[cooldown]] if a stealing attempt has failed
|-
|  [[Toughness]]
|  1/1
|  6
|  [[Endurance]] ≥ 4
|  +2 to [[DT]], +5 to [[DR]]
|-
|  [[Treasure Hunter]]*
|  1/1
|  n/a
|  [[Lockpick]] ≥ 125%
|  Additional items spawn in lockers in [[random encounters]]
|-
|  [[Tree Trunk Thighs]]
|  1/1
|  6
|  [[Endurance]] ≥ 6
|  Leg shots are much less likely to knock you down
|-
|  [[Weapon Handling]]
|  1/1
|  3
|  [[SG]] or [[BG]] ≥ 100%
|  +2 to [[Strength]] when calculating [[chance to hit]]
|-
|}
 
==Table of Weapon Perks==
 
 
{| class="wikitable sortable" border="1"
|-
!  Name
!  Bonus
|-
|  [[Accurate]]
|  [[Chance to hit]] increased by 20
|-
|  [[Fast reload|Fast Reload]]
|  -1 to reloading cost
|-
|  [[Flameboy]]
|  More violent death animations
|-
|  [[Knockback]]
|  When hit, your opponents are likely to be knocked back
|-
|  [[Long Range]]
|  Doubled bonus from [[Perception]] when calculating chance to hit
|-
|  [[Penetrate]]
|  Target's [[DT]] reduced to 33% of its normal value
|-
|  [[Scoped]]
|  +32 to [[hit chance]] at the range of 8 or more hexes. At the range of 7 or fewer hexes the [[hit chance]] drops to 5%
|-
 
|}

Latest revision as of 11:46, 25 October 2024

There are three types of Perks:

  • Level Perks
    • Max 8 per character (6 with Skilled Trait)
    • Ends at Level 24, but last perk can be delayed through Level 29
    • On-screen indicator prompts player to choose
  • Support Perks
    • No hard maximum
    • Many support perks are not Level-specific
    • No on-screen indicator
    • Available via NPC dialogue, even after Level 30
  • Weapon Perks - built into certain weapons


See Also
Character SPECIAL · Traits · Perks · Skills · Skill points · Carry Weight · Levels · Armor Class · Reputation · Skins · NPC Factions · Player-Driven Factions · Reroll · Vault-Tec DB
Combat Hit Chance · Critical Chance · Critical Hit · Aimed Attack · Resistances · Hit Points · Death · Miss · Critical Miss · Range · Sight · Fog of War · Shooting
Items Weapons · Armors · Ammo · Resources · Blueprints · Craftables · Books · Drugs · Implants · Miscellaneous Items
And Other Guides · Quests · Jobs · Telltales · Caravans · Caravan cart · Dungeons · Player Farm · Commands · Abbreviations · Merchants · Town Control · Vehicles · Tents · Safe Houses · Bases · Group Encounters · Special Encounters