| Name
|
Required level
|
Other requirements
|
Bonus
|
Audit
|
| More Critical
|
3
|
- Small Guns or Big Guns or Energy Weapons or Throwing or Close Combat 100
|
- +5 critical chance
|
|
| Quick Pockets
|
3
|
- Agility 5
|
- (un)equipping/picking up items is done at half its normal AP cost
- reloading cost reduced to 1 AP
|
|
| Adrenaline Rush
|
3
|
- Strength 5
|
- +1 DT, + 5 DR (all damage type) for every 25% missing HP
|
|
| Quick Recovery
|
3
|
- Agility 6
|
- 1/3 duration of KO, KD, Lose Turn
|
|
| Weapon Handling
|
3
|
- Small Guns or Big Guns or Energy Weapons or Throwing 100
|
- +2 to Strength when calculating chance to hit
|
|
| Toughness
|
6
|
- Endurance 4
|
- +5 DR, +1 DT for every damage type
|
|
| Silent Running
|
6
|
- Sneak 100
|
- no penalty for running while in sneak mode
|
|
| Even More Criticals
|
6
|
- Small Guns or Big Guns or Energy Weapons or Throwing or Close Combat 125
|
- +10 critical chance
|
|
| In Your Face!
|
6
|
- Close Combat 125
|
- 50% chance of missing you when in an adjacent square and unarmed or with melee weapon (or in 2hex range when using "ranged" melee like sledgehammer or spear)
- for burst mode attack it counts 50% for each bullet not entire burst
- perk is ignored by flamer attack
|
|
| Close Combat Master
|
9
|
- Close Combat 150
|
- +15 critical chance for melee/unarmed attacks
- +10 melee damage
|
|
| Bonus Ranged Damge
|
9
|
- Small Guns or Big Guns or Energy Weapons or Throwing 150
|
- +3 damage per bullet
|
|
| Sharpshooter
|
9
|
- Small Guns or Big Guns or Energy Weapons or Throwing or Close Combat 150
- Intelligence 3
|
- +6 Field of View
- +8 Hit Chance
- -50% to your target's armor's (both head and body) critical chance modifiers for aimed attacks only
|
|
| Medic
|
9
|
- First Aid 125
- Doctor 125
- Intelligence 3
|
- +15-30 HP healed with First Aid
- -50% First Aid/Doctor cooldowns
- can heal knockout with Doctor without cooldown and ignore skill being on cooldown
|
|
| Heave Ho!
|
9
|
- Throwing 125
|
- +2 Strength for throw range calculation
- +6 max throw range
|
|
| Stonewall
|
9
|
- Strength 6
|
- Endurance – 5 roll to avoid Knockout
- Endurance – 3 roll to avoid Knockdown
- Strength – 2 rool to avoid Knockback from explosions and shotguns
- -50% of normal knockback distance.
|
|
| Even Tougher
|
9
|
- Endurance 6
|
- +3 normal DT
- +10 normal DR
|
|
| Pyromaniac
|
9
|
- Small Guns or Big Guns or Energy Weapons or Throwing or Close Combat 100
|
- +25% fire based damage
|
|
| Better Critical
|
12
|
- Small Guns or Big Guns or Energy Weapons or Throwing or Close Combat 175
|
- +20 critical power for ranged attacks
- +25 critical power for melee/unarmed attacks
|
|
| Action Boy, rank #1
|
12
|
- Agility 6
|
- +1 maximum Action Points
|
|
| Lifegiver, rank #1
|
12
|
|
- +30 HP
|
|
| Ghost
|
12
|
- Sneak 150
|
- +30 bonus to Sneak when within 5 hexes from a wall
- -40 alpha of sneaked character
|
|
| Gain S/P/E/C/I/A/L
|
12
|
- S/P/E/C/I/A/L < 10
|
- +2 S/P/E/C/I/A/L
|
|
| Silent Death
|
15
|
- sneak 175
|
- auto crit if attacking from behind, while sneaked and using unarmed, melee, pistols or throwing weapons (not grenades)
- +10 crit power roll
|
|
| Action Boy, rank #2
|
15
|
- Agility 6
|
- +1 maximum Action Points
|
|
| Lifegiver, rank #2
|
15
|
|
- +30 HP
|
|
| Dodger, rank #1
|
15
|
- Agility 8
- Close Combat 150
|
+ -5% to final hit chance (works only with melee/unarmed/throwing weapons in both hands)
|
|
| Field Medic
|
15
|
- First Aid 175
- Doctor 175
- Medic perk
|
- +20-40 HP healed with First Aid
- +5% to chance to score critical success when using First Aid
- you can see other players' First Aid and Doctor cooldowns in on-cursor awareness
- when you use First Aid/Doctor on other players your cooldown is applied to them (if you are on cooldown you still can heal people that are not on cooldown)
|
|
| Iron Limbs
|
15
|
- Strength 6
- Endurance 6
|
- Endurance – 3 roll to avoid leg cripple
- Endurance – 3 roll to avoid arm cripple
- Strength – 4 roll to avoid weapon drop
|
|
| Man of Steel
|
15
|
- Endurance 8
|
- -10 critical power of critical hits against you
|
|
| More Ranged Damage
|
15
|
- Small Guns or Big Guns or Energy Weapons or Throwing 200
|
- +4 damage per bullet
|
|
| Livewire
|
15
|
- Agility 6
|
- double Armor Class bonus from Agility
(does not work with two-handed guns from Small Gun, Big Gun, Energy Weapon class)
|
|
| Bonus Rate of Attack
|
18
|
- Small Guns or Big Guns or Energy Weapons or Throwing or Close Combat 180
|
- 1 AP cost of performing an attack
|
|
| Lifegiver, rank #3
|
18
|
|
- +30 HP
|
|
| Dodger, rank #2
|
18
|
- Agility 10
- Close Combat 175
|
+ -5% to final hit chance (works only with melee/unarmed/throwing weapons in both hands)
|
|