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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 |
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| [[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.
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| 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}} |
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| [[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.
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| 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.
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| 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.
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| '''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]].
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| ==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%
| |
| | -50% 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 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
| |
| | +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 [[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%
| |
| |-
| |
| | |
| |}
| |