|
|
Line 1: |
Line 1: |
| There are three types of Perks:
| | powerpuff banned my chars |
| * [[level perks|Level Perks]] - max 8 per character, ends at Level 24, on-screen indicator, choose via prompt
| |
| * [[Support Perks]] - '''no''' hard maximum, do '''not''' end at Level 24, '''no''' on-screen indicator, available via NPC dialogue/quests
| |
| * [[weapon perks|Weapon Perks]] - built into certain weapons
| |
| | |
| ==Level Perks==
| |
| [[level perks|Leveling Perks]] can be gained every 3 [[Levels]] normally, or every 4 [[Levels]] if the [[Character]] has the [[Skilled]] [[Trait]]. An on-screen '''Level''' indicator is shown when a character has leveled up, and anytime there are leftover [[Skill Points]] or a '''Leveling Perk''' to choose. Open the character screen to choose a Leveling Perk when applicable. Leveling Perks end at [[Levels|Level]] 24, so all player [[Character]]s are limited to 8 each, or 6 is [[Skilled]].
| |
| | |
| '''NOTE''': The player is not forced to choose '''Leveling Perks''' immediately, but ''these perks can be lost'' if the choice is delayed too long, so pay attention to when a character levels up, and don't lose any Perks. Perks choices do not pile up, so if you delay choosing a level 9 perk too long, for example, and reach level 12, you'll still only have one perk to choose, but it will no longer be the 3rd perk - it will be the 4th perk, and the 3rd perk will be lost.
| |
| | |
| {| class="wikitable sortable" border="1"
| |
| |-
| |
| ! Name
| |
| ! Rank/number of ranks
| |
| ! Required level
| |
| ! Other requirements
| |
| ! Bonus
| |
| |-
| |
| | [[More Critical]]
| |
| | 1/1
| |
| | 3
| |
| | [[SG]], [[BG]], [[EW]], [[Close Combat]] or [[Throwing]] ≥ 100%
| |
| | +5% to [[critical hit chance]]
| |
| |-
| |
| | [[Quick Pockets]]
| |
| | 1/1
| |
| | 3
| |
| | [[Agility]] ≥ 5
| |
| | (Un)equipping/picking up items is done at half its normal [[AP]] cost.
| |
| Reloading cost reduced to 1 AP
| |
| |-
| |
| | [[Adrenaline Rush]]
| |
| | 1/1
| |
| | 3
| |
| | [[Strength]] ≥ 5
| |
| | +1 [[DT]], + 5 [[DR]] (all damage type) for every 25% missing [[HP]]
| |
| |-
| |
| | [[Quick Recovery]]
| |
| | 1/1
| |
| | 3
| |
| | [[Agility]] ≥ 6
| |
| | 1/3 duration of KO, KD, Lose Turn
| |
| |-
| |
| | [[Weapon Handling]]
| |
| | 1/1
| |
| | 3
| |
| | [[SG]], [[BG]], [[EW]] or [[Throwing]] ≥ 100%
| |
| | +2 to [[Strength]] when calculating [[chance to hit]]
| |
| |-
| |
| | [[In Your Face!]]
| |
| | 1/1
| |
| | 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
| |
| |-
| |
| | [[Even More Criticals]]
| |
| | 1/1
| |
| | 6
| |
| | [[SG]], [[BG]], [[EW]], [[Close Combat]] or [[Throwing]] ≥ 125%
| |
| | +10% to [[critical hit chance]]
| |
| |-
| |
| | [[Silent Running]]
| |
| | 1/1
| |
| | 6
| |
| | [[Sneak]] ≥ 100%
| |
| | No penalty for running while in sneak mode
| |
| |-
| |
| | [[Toughness]]
| |
| | 1/1
| |
| | 6
| |
| | [[Endurance]] ≥ 4
| |
| | +1 to [[DT]], +5 to [[DR]]
| |
| |-
| |
| | [[Sharpshooter]]
| |
| | 1/1
| |
| | 9
| |
| | [[SG]], [[BG]], [[EW]], [[Close Combat]] or [[Throwing]] ≥ 150%<br>and [[Intelligence]] ≥ 3
| |
| | +6 Field of View, +8% to your [[chance to hit]] and -50% to your target's armor's (both head and body) critical chance modifiers for aimed attacks only
| |
| |-
| |
| | [[Pyromaniac]]
| |
| | 1/1
| |
| | 9
| |
| | [[SG]], [[BG]], [[EW]], [[Close Combat]] or [[Throwing]] ≥ 100%
| |
| | +25% fire based damage
| |
| |-
| |
| | [[Close Combat Master]]
| |
| | 1/1
| |
| | 9
| |
| | [[Close Combat]] ≥ 150%
| |
| | +15% [[critical hit chance]] for unarmed/[[melee]] attacks +10 melee damage
| |
| |-
| |
| | [[Bonus Ranged Damage]]
| |
| | 1/1
| |
| | 9
| |
| | [[SG]], [[BG]], [[EW]] or [[Throwing]] ≥ 150%
| |
| | +3 [[damage]] with ranged [[weapons]]
| |
| |-
| |
| | [[Even Tougher]]
| |
| | 1/1
| |
| | 9
| |
| | [[Endurance]] ≥ 6
| |
| | +3 normal [[DT]], +10 normal [[DR]]
| |
| |-
| |
| | [[Stonewall]]
| |
| | 1/1
| |
| | 9
| |
| | [[Strength]] ≥ 6
| |
| | Better chance of avoiding knock-downs and knock-outs
| |
| |-
| |
| | [[Medic]]
| |
| | 1/1
| |
| | 9
| |
| | [[First Aid]], [[Doctor]] ≥ 125% and [[Intelligence]] ≥ 3
| |
| | +15-30 to hit points healed using [[First Aid]]
| |
| | |
| -50% First Aid/Doctor cooldowns.
| |
| | |
| Doctor skill can remove Knockout
| |
| |-
| |
| | [[Heave Ho!]]
| |
| | 1/1
| |
| | 9
| |
| | [[Throwing]] ≥ 125%
| |
| | +2 [[Strength]] for throw range calculation <br>+6 max throw [[range]]
| |
| |-
| |
| | [[Gain Agility]]
| |
| | 1/1
| |
| | 12
| |
| | [[Agility]] ≤ 9
| |
| | +2 to [[Agility]]
| |
| |-
| |
| | [[Gain Charisma]]
| |
| | 1/1
| |
| | 12
| |
| | [[Charisma]] ≤ 9
| |
| | +2 to [[Charisma]]
| |
| |-
| |
| | [[Gain Endurance]]
| |
| | 1/1
| |
| | 12
| |
| | [[Endurance]] ≤ 9
| |
| | +2 to [[Endurance]]
| |
| |-
| |
| | [[Gain Intelligence]]
| |
| | 1/1
| |
| | 12
| |
| | [[Intelligence]] ≤ 9
| |
| | +2 to [[Intelligence]]
| |
| |-
| |
| | [[Gain Luck]]
| |
| | 1/1
| |
| | 12
| |
| | [[Luck]] ≤ 9
| |
| | +2 to [[Luck]]
| |
| |-
| |
| | [[Gain Perception]]
| |
| | 1/1
| |
| | 12
| |
| | [[Perception]] ≤ 9
| |
| | +2 to [[Perception]]
| |
| |-
| |
| | [[Gain Strength]]
| |
| | 1/1
| |
| | 12
| |
| | [[Strength]] ≤ 9
| |
| | +2 to [[Strength]]
| |
| |-
| |
| | [[Better Criticals]]
| |
| | 1/1
| |
| | 12
| |
| | [[SG]], [[BG]], [[EW]], [[Close Combat]] or [[Throwing]] ≥ 175%
| |
| | Much more devastating [[critical hits]]
| |
| |-
| |
| | [[Ghost]]
| |
| | 1/1
| |
| | 12
| |
| | [[Sneak]] ≥ 150%
| |
| | +30 bonus to [[Sneak]] when within 5 hexes from a wall.
| |
| | |
| -40 alpha of sneaked character
| |
| |-
| |
| | [[Lifegiver]]
| |
| | 1/3
| |
| | 12
| |
| | n/a
| |
| | +30 to [[hit points]]
| |
| |-
| |
| | [[Action Boy]]
| |
| | 1/2
| |
| | 12
| |
| | [[Agility]] ≥ 6
| |
| | +1 maximum [[Action Points]]
| |
| |-
| |
| | [[Action Boy]]
| |
| | 2/2
| |
| | 15
| |
| | [[Agility]] ≥ 6
| |
| | +1 maximum [[Action Points]]
| |
| |-
| |
| | [[Lifegiver]]
| |
| | 2/3
| |
| | 15
| |
| | n/a
| |
| | +30 to [[hit points]]
| |
| |-
| |
| | [[Livewire]]
| |
| | 1/1
| |
| | 15
| |
| | [[Agility]] ≥ 6
| |
| | Doubled [[AC]] derived from [[Agility]]
| |
| | |
| (does not work with two-handed guns from Small Gun, Big Gun, Energy Weapon class)
| |
| |-
| |
| | [[Man of Steel]]
| |
| | 1/1
| |
| | 15
| |
| | [[Endurance]] ≥ 8
| |
| | -10 critical power of [[critical hits]] against you
| |
| |-
| |
| | [[Field Medic]]
| |
| | 1/1
| |
| | 15
| |
| | [[First Aid]] ≥ 175% <br> [[Doctor]] ≥ 175 <br> [[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)
| |
| | |
| |-
| |
| | [[More Ranged Damage]]
| |
| | 1/1
| |
| | 15
| |
| | [[SG]], [[BG]], [[EW]] or [[Throwing]] ≥ 200%
| |
| | +4 [[damage]] with ranged [[weapons]]
| |
| |-
| |
| | [[Silent Death]]
| |
| | 1/1
| |
| | 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
| |
| |-
| |
| | [[Iron Limbs]]
| |
| | 1/1
| |
| | 15
| |
| | [[Strength]] ≥ 6 <br> [[Endurance]] ≥ 6
| |
| | - Endurance – 3 roll to avoid leg cripple
| |
| | |
| - Endurance – 3 roll to avoid arm cripple
| |
| | |
| - Strength – 4 roll to avoid weapon drop
| |
| |-
| |
| | [[Dodger]]
| |
| | 1/2
| |
| | 15
| |
| | [[Agility]] ≥ 8 <br>[[Close Combat]] ≥ 175
| |
| | -5% to final hit chance (works only with melee/unarmed/throwing weapons in both hands)
| |
| |-
| |
| | [[Dodger]]
| |
| | 2/2
| |
| | 18
| |
| | [[Agility]] ≥ 10 <br>[[Close Combat]] ≥ 175
| |
| | -5% to final hit chance (works only with melee/unarmed/throwing weapons in both hands)
| |
| |-
| |
| | [[Lifegiver]]
| |
| | 3/3
| |
| | 18
| |
| | n/a
| |
| | +30 to [[hit points]]
| |
| |-
| |
| | [[Bonus Rate of Attack]]
| |
| | 1/1
| |
| | 18
| |
| | [[SG]], [[BG]], [[EW]], [[Close Combat]] or [[Throwing]] ≥ 180%
| |
| | -1 [[AP]] cost of performing an attack (ranged or melee)
| |
| |-
| |
| |}
| |
| | |
| {{NavboxPerks}}
| |
| ==Support Perks==
| |
| The availability of [[support perk|Support Perks]] is less obvious to the player, and there is no on-screen indicator for them. They become available via NPC dialogue as the [[Character]] qualifies. Support Perks are not limited to 8 per [[Character]], and do ''not'' end at [[Levels|Level]] 24.
| |
| | |
| {| class="wikitable sortable" border="1"
| |
| |-
| |
| ! Name
| |
| ! Rank/number of ranks
| |
| ! Required level
| |
| ! Other requirements
| |
| ! Bonus
| |
| |-
| |
| | [[Awareness]]
| |
| | 1/1
| |
| | n/a
| |
| | Every character starts with it.
| |
| | Hovering the cursor over a critter displays detailed information about it
| |
| |-
| |
| | [[Pack Rat]]
| |
| | 1/1
| |
| | 6
| |
| | None
| |
| | 1/3 more Carry Weight
| |
| |-
| |
| | [[Strong Back]]
| |
| | 1/1
| |
| | 6
| |
| | [[Endurance]] ≥ 6
| |
| | +22 [[carry weight]] capacity
| |
| |-
| |
| | [[Boneyard Guard]]
| |
| | 1/1
| |
| | n/a
| |
| | [[Small Guns]], [[Big Guns]], [[Energy Weapons]], [[Close Combat]] or [[Throwing]] ≤ 65%
| |
| | +10% in any of [[Small Guns]], [[Big Guns]], [[Energy Weapons]], [[Close Combat]] or [[Throwing]] skills
| |
| |-
| |
| | [[Mr. Fixit]]
| |
| | 1/1
| |
| | n/a
| |
| | [[Repair]] ≥ 120%
| |
| | [[Repairing]] items is easier
| |
| |-
| |
| | [[Dismantler]]
| |
| | 1/1
| |
| | n/a
| |
| | [[Science]] ≥ 120%
| |
| | Doubled amount of [[resources]] received from [[dismantling]] items
| |
| |-
| |
| | [[Dead Man Walking]]
| |
| | 1/1
| |
| | n/a
| |
| | [[Intelligence]] ≥ 5, [[Doctor]] ≥ 50%
| |
| | Doubled negative [[HP]] capacity
| |
| |-
| |
| | [[Swift Learner]]
| |
| | 1/1
| |
| | n/a
| |
| | [[Intelligence]] ≥ 6, [[Science]] ≥ 50%
| |
| | +10% to all your [[experience point]] gains
| |
| |-
| |
| | [[Faster Healing]]
| |
| | 1/1
| |
| | n/a
| |
| | [[Intelligence]] ≥ 6, [[Doctor]] ≥ 75%
| |
| | +5 to [[healing rate]]
| |
| |-
| |
| | [[Rad Resistance]]
| |
| | 1/1
| |
| | n/a
| |
| | [[Intelligence]] ≥ 7, [[Doctor]] ≥ 100%
| |
| | +30% to [[radiation resistance]], +20% to [[poison]] resistance
| |
| |-
| |
| | [[Educated]]
| |
| | 1/1
| |
| | n/a
| |
| | [[Intelligence]] ≥ 8, [[Science]] ≥ 100%
| |
| | +2 to [[SP]] per [[level]]
| |
| |-
| |
| | [[Snakeater]]
| |
| | 1/1
| |
| | n/a
| |
| | [[Endurance]] ≥ 6
| |
| | +30 to [[poison]] resistance and +20 to [[radiation resistance]]
| |
| |-
| |
| | [[Gecko Skinning]]
| |
| | 1/1
| |
| | n/a
| |
| | [[Outdoorsman]] ≥ 50%
| |
| | Ability to skin geckos
| |
| |-
| |
| | [[Cautious Nature]]
| |
| | 1/1
| |
| | n/a
| |
| | [[Perception]] ≥ 6, [[Outdoorsman]] ≥ 100%
| |
| | +3 to [[Perception]] when determining placement in [[random encounters]]
| |
| |-
| |
| | [[Ranger]]
| |
| | 1/1
| |
| | n/a
| |
| | [[Outdoorsman]] ≥ 100%
| |
| | Ability to craft several new items, a [[safe house]] instead of a [[tent]]
| |
| |-
| |
| | [[Scout]]
| |
| | 1/1
| |
| | n/a
| |
| | [[Outdoorsman]] ≥ 150%
| |
| | Faster revealing of the covered areas of the [[world map]]
| |
| |-
| |
| | [[Explorer]]
| |
| | 1/1
| |
| | n/a
| |
| | [[Outdoorsman]] ≥ 150%
| |
| | Faster [[world map]] travelling
| |
| |-
| |
| | [[Pathfinder]]
| |
| | 1/1
| |
| | n/a
| |
| | [[Outdoorsman]] ≥ 150%
| |
| | 15% faster world map travelling
| |
| |-
| |
| | [[Light Step]]
| |
| | 1/1
| |
| | n/a
| |
| | [[Traps]] ≥ 100%
| |
| | Chance to set off a trap reduced by 50%
| |
| |-
| |
| | [[Demolition Expert]]
| |
| | 1/1
| |
| | n/a
| |
| | [[Traps]] ≥ 125%
| |
| | No unwanted explosions and extra damage for the wanted ones
| |
| |-
| |
| | [[Negotiator]]
| |
| | 1/1
| |
| | n/a
| |
| | [[Barter]] ≥ 125%
| |
| | [[Reputation]] lower than neutral is upgraded to neutral when talking to [[NPCs]]
| |
| |-
| |
| | [[Sex Appeal]]
| |
| | 1/1
| |
| | n/a
| |
| | [[Speech]] ≥ 75%
| |
| | +250 to [[reputation]] when interacting with the opposite sex
| |
| |-
| |
| | [[Magnetic Personality]]
| |
| | 1/1
| |
| | n/a
| |
| | [[Speech]] ≥ 100%
| |
| | +50 to [[party points]], +1 to maximum [[party size]]
| |
| |-
| |
| | [[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
| |
| |-
| |
| | [[Thief]]
| |
| | 1/1
| |
| | n/a
| |
| | [[Steal]] ≥ 100%
| |
| | [[Luck]]/50 chance of no [[cooldown]] if a stealing attempt has failed
| |
| |-
| |
| | [[Harmless]]
| |
| | 1/1
| |
| | n/a
| |
| | [[Charisma]] ≥ 6, [[Steal]] ≥ 125%
| |
| | Halved [[reputation]] loss when [[stealing]]
| |
| |-
| |
| | [[Pickpocket]]
| |
| | 1/1
| |
| | n/a
| |
| | [[Steal]] ≥ 125%
| |
| | Easier [[stealing]]
| |
| |-
| |
| | [[Master Thief]]
| |
| | 1/1
| |
| | n/a
| |
| | [[Steal]] ≥ 125%
| |
| | [[Stealing]] [[cooldown]] reduced by 50%
| |
| |-
| |
| | [[Treasure Hunter]]
| |
| | 1/1
| |
| | n/a
| |
| | [[Lockpick]] ≥ 125%
| |
| | Additional items spawn in lockers in [[random encounters]]
| |
| |-
| |
| |}
| |
| | |
| {{NavboxSPerks}}
| |
| ==Weapon Perks==
| |
| [[Weapon perks|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]].
| |
| | |
| 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.
| |
| | |
| 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]].
| |
| | |
| {| 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
| |
| |-
| |
| | [[Enhanced Knockout]]
| |
| | When EVERY critical hit becomes a knockout critical
| |
| |-
| |
| | [[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%
| |
| |-
| |
| |}
| |
| | |
| {{NavboxBasic}}
| |
| | |
| [[Category:Perks| ]]
| |