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There are three types of Perks:
There are three types of Perks:
* [[level perks|Level Perks]] - max 8 per character, ends at Level 24, on-screen indicator, choose via prompt
* [[level perks|Level Perks]]
* [[Support Perks]] - '''no''' hard maximum, do '''not''' end at Level 24, '''no''' on-screen indicator, available via NPC dialogue/quests
** Max 8 per character (6 with [[Skilled]] Trait)
** Ends at Level 24, but can be delayed through Level 29
** On-screen indicator prompts player to choose
* [[Support Perks]]
** '''No''' hard maximum
** Not Level-specific
** '''No''' on-screen indicator
** Available via NPC dialogue, even after [[Levels|Level]] 30
* [[weapon perks|Weapon Perks]] - built into certain weapons
* [[weapon perks|Weapon Perks]] - built into certain weapons


==Level Perks==
==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]].
A [[level perks|Leveling Perk]] 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 if [[Skilled]], although choosing the last perk can be delayed until Level 29. At Level 30, any leftover perk choice options are lost.


'''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.
Regardless of its type, gaining a perk permanently unlocks its bonus, e.g. gaining [[Lifegiver]] forever increases the character's number of [[Hit Points]]. Short of a [[Reroll]], 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 to gain a perk when given the option; perks are not automatically or randomly selected in cases when the player does not choose.
 
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. Requirements may vary for different ranks of a perk. Usually the higher the rank, the higher the [[skill]]/[[level]] requirements.
 
'''NOTE''': When determining which perks can be gained, the game checks the character's [[SPECIAL]] statistics. It is therefore impossible for a character whose base [[Strength]] is 5, to take a perk requiring 6 or more points of [[Strength]]. Temporary boosts, like from [[Drugs]], do not satisfy perk requirements.
 
'''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 when leveling up, and don't lose any Perks. Perk choices do not accumulate, so if you delay choosing a perk long enough to earn another perk, you waited too long, and the first perk choice will be lost.


{| class="wikitable sortable" border="1"
{| class="wikitable sortable" border="1"
|-
|-
!  Name
!  Name
!  Rank/number of ranks
!  Rank
Required level
Req'd<br>Level
!  Other requirements
!  Other Requirements
!  Bonus
!  Bonus
|-
|-
|  [[Action Boy]]
|  [[More Critical]]
|  1/2
| align="center" |  1/1
12
| align="center" 3
|  [[Agility]] ≥ 6
|  [[SG]], [[BG]], [[EW]], [[Close Combat]] or [[Throwing]] ≥ 100%
|  +1 maximum [[Action Points]]
|  +5% to [[critical hit chance]]
|-
|-
|  [[Action Boy]]
|  [[Quick Pockets]]
2/2
| align="center" 1/1
15
| align="center" 3
|  [[Agility]] ≥ 6
|  [[Agility]] ≥ 5
+1 maximum [[Action Points]]
(Un)equipping/picking up items is done at half its normal [[AP]] cost.
Reloading cost reduced to 1 AP 
|-
|-
|  [[Adrenaline Rush]]
|  [[Adrenaline Rush]]
|  1/1
| align="center" |  1/1
|  3
| align="center" |  3
|  [[Strength]] ≥ 5  
|  [[Strength]] ≥ 5  
|  +1 [[DT]], + 5 [[DR]] (all damage type) for every 25% missing [[HP]]
|  +1 [[DT]]<br>+ 5 [[DR]] for every 25% missing [[HP]]
|-
|  [[Quick Recovery]]
| align="center" |  1/1
| align="center" |  3
|  [[Agility]] ≥ 6
|  1/3 duration of KO, KD, Lose Turn
|-
|  [[Weapon Handling]]
| align="center" |  1/1
| align="center" |  3
|  [[SG]], [[BG]], [[EW]] or [[Throwing]] ≥ 100%
|  +2 to [[Strength]] when calculating [[chance to hit]]
|-
|  [[In Your Face!]]
| align="center" |  1/1
| align="center" |  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
|-
|-
|  [[Better Criticals]]
|  [[Even More Criticals]]
|  1/1
| align="center" |  1/1
12
| align="center" |  6
|  [[SG]], [[BG]], [[EW]], or [[Throwing]] ≥ 175%
|  [[SG]], [[BG]], [[EW]], [[Close Combat]] or [[Throwing]] ≥ 125%
Much more devastating [[critical hits]]
|  +10% to [[critical hit chance]]
|-
|  [[Silent Running]]
| align="center" |  1/1
| align="center" |  6
|  [[Sneak]] ≥ 100%
|  No penalty for running while in sneak mode
|-
|  [[Toughness]]
| align="center" |  1/1
| align="center" |  6
|  [[Endurance]] ≥ 4
|  +1 to [[DT]], +5 to [[DR]]
|-
|  [[Sharpshooter]]
| align="center" |  1/1
| align="center" 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]]
| align="center" |  1/1
| align="center" |  9
|  [[SG]], [[BG]], [[EW]], [[Close Combat]] or [[Throwing]] ≥ 100%
|  +25% fire based damage
|-
|-
|  [[Close Combat Master]]
|  [[Close Combat Master]]
|  1/1
| align="center" |  1/1
|  9
| align="center" |  9
|  [[Close Combat]] ≥ 150%
|  [[Close Combat]] ≥ 150%
|  +15% [[critical hit chance]] for unarmed/[[melee]] attacks +10 melee damage  
|  +15% [[critical hit chance]] for unarmed/[[melee]] attacks +10 melee damage  
|-
|-
|  [[Bonus Ranged Damage]]
|  [[Bonus Ranged Damage]]
|  1/1
| align="center" |  1/1
|  9
| align="center" |  9
|  [[SG]], [[BG]], [[EW]] or [[Throwing]] ≥ 150%
|  [[SG]], [[BG]], [[EW]] or [[Throwing]] ≥ 150%
|  +3 to a weapon's damage range when using small or big guns
|  +3 [[damage]] with ranged [[weapons]]
|-
[[Bonus Rate of Attack]]
|  1/1
|  18
|  [[SG]], [[BG]], [[EW]] or [[Throwing]] ≥ 180%
|  -1 [[AP]] cost of performing an attack
|-
|  [[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)
|-
|  [[Even More Criticals]]
|  1/1
|  6
|  [[SG]], [[BG]], [[EW]], [[Close Combat]] or [[Throwing]] ≥ 125%
|  +10% to [[critical hit chance]]
|-
|-
|  [[Even Tougher]]
|  [[Even Tougher]]
|  1/1
| align="center" |  1/1
|  9
| align="center" |  9
|  [[Endurance]] ≥ 6
|  [[Endurance]] ≥ 6
|  +3 normal [[DT]], +10 normal [[DR]]
|  +3 normal [[DT]], +10 normal [[DR]]
|-
|-
|  [[Quick Pockets]]
|  [[Stonewall]]
|  1/1
| align="center" |  1/1
3
| align="center" 9
|  [[Agility]] ≥ 5
|  [[Strength]] ≥ 6
(Un)equipping/picking up items is done at half its normal [[AP]] cost.  
|  Better chance of avoiding knock-downs and knock-outs
Reloading cost reduced to 1 AP  
|-
|  [[Medic]]
| align="center" 1/1
| align="center" |  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!]]
| align="center" |  1/1
| align="center" |  9
| [[Throwing]] ≥ 125%
|  +2 [[Strength]] for throw range calculation <br>+6 max throw [[range]]
|-
|-
|  [[Gain Agility]]
|  [[Gain Agility]]
|  1/1
| align="center" |  1/1
|  12
| align="center" |  12
|  [[Agility]] ≤ 9
|  [[Agility]] ≤ 9
|  +2 to [[Agility]]
|  +2 to [[Agility]]
|-
|-
|  [[Gain Charisma]]
|  [[Gain Charisma]]
|  1/1
| align="center" |  1/1
|  12
| align="center" |  12
|  [[Charisma]] ≤ 9
|  [[Charisma]] ≤ 9
|  +2 to [[Charisma]]
|  +2 to [[Charisma]]
|-
|-
|  [[Gain Endurance]]
|  [[Gain Endurance]]
|  1/1
| align="center" |  1/1
|  12
| align="center" |  12
|  [[Endurance]] ≤ 9
|  [[Endurance]] ≤ 9
|  +2 to [[Endurance]]
|  +2 to [[Endurance]]
|-
|-
|  [[Gain Intelligence]]
|  [[Gain Intelligence]]
|  1/1
| align="center" |  1/1
|  12
| align="center" |  12
|  [[Intelligence]] ≤ 9
|  [[Intelligence]] ≤ 9
|  +2 to [[Intelligence]]
|  +2 to [[Intelligence]]
|-
|-
|  [[Gain Luck]]
|  [[Gain Luck]]
|  1/1
| align="center" |  1/1
|  12
| align="center" |  12
|  [[Luck]] ≤ 9
|  [[Luck]] ≤ 9
|  +2 to [[Luck]]
|  +2 to [[Luck]]
|-
|-
|  [[Gain Perception]]
|  [[Gain Perception]]
|  1/1
| align="center" |  1/1
|  12
| align="center" |  12
|  [[Perception]] ≤ 9
|  [[Perception]] ≤ 9
|  +2 to [[Perception]]
|  +2 to [[Perception]]
|-
|-
|  [[Gain Strength]]
|  [[Gain Strength]]
|  1/1
| align="center" |  1/1
|  12
| align="center" |  12
|  [[Strength]] ≤ 9
|  [[Strength]] ≤ 9
|  +2 to [[Strength]]
|  +2 to [[Strength]]
|-
|  [[Better Criticals]]
| align="center" |  1/1
| align="center" |  12
|  [[SG]], [[BG]], [[EW]], [[Close Combat]] or [[Throwing]] ≥ 175%
|  Much more devastating [[critical hits]]
|-
|-
|  [[Ghost]]
|  [[Ghost]]
|  1/1
| align="center" |  1/1
|  12
| align="center" |  12
|  [[Sneak]] ≥ 150%
|  [[Sneak]] ≥ 150%
|  +30 bonus to [[Sneak]] when within 5 hexes from a wall.  
|  +30 bonus to [[Sneak]] when within 5 hexes from a wall.  


-40 alpha of sneaked character  
-40 alpha of sneaked character  
|-
|  [[Medic]]
|  1/1
|  9
|  [[First Aid]] ≥ 125% [[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 and +6 max throw range
|-
|  [[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
|-
|  [[Iron Grip]]
|  1/1
|  12
|  [[Strength]] ≥ 8
|  Reduced chance of dropping a [[weapon]] or having an arm [[crippled]] when hit
|-
|-
|  [[Lifegiver]]
|  [[Lifegiver]]
|  1/3
| align="center" |  1/3
|  12
| align="center" |  12
| n/a
| n/a
|  +30 to [[hit points]]
|  +30 to [[hit points]]
|-
|-
|  [[Lifegiver]]
|  [[Action Boy]]
|  2/3
| align="center" |  1/2
|  15
| align="center" |  12
| n/a
|  [[Agility]] ≥ 6
|  +30 to [[hit points]]
|  +1 maximum [[Action Points]]
|-
|  [[Action Boy]]
| align="center" |  2/2
| align="center" |  15
| [[Agility]] ≥ 6
|  +1 maximum [[Action Points]]
|-
|-
|  [[Lifegiver]]
|  [[Lifegiver]]
3/3
| align="center" 2/3
18
| align="center" 15
| n/a
| n/a
|  +30 to [[hit points]]
|  +30 to [[hit points]]
|-
|-
|  [[Livewire]]
|  [[Livewire]]
|  1/1
| align="center" |  1/1
|  15  
| align="center" |  15  
|  [[Agility]] ≥ 6
|  [[Agility]] ≥ 6
|  Doubled [[AC]] derived from [[Agility]]
|  Doubled [[AC]] derived from [[Agility]]
Line 199: Line 230:
|-
|-
|  [[Man of Steel]]
|  [[Man of Steel]]
|  1/1
| align="center" |  1/1
|  15
| align="center" |  15
|  [[Endurance]] ≥ 8
|  [[Endurance]] ≥ 8
|  -10 critical power of [[critical hits]] against you  
|  -10 critical power of [[critical hits]] against you  
|-
|-
|  [[Field Medic]]
|  [[Field Medic]]
|  1/1
| align="center" |  1/1
|  15
| align="center" |  15
|  [[First Aid]] ≥ 175%, [[Doctor]] ≥ 175 and [[Medic]] perk  
|  [[First Aid]] ≥ 175% <br> [[Doctor]] ≥ 175 <br> [[Medic]] perk  
| - +20-40 HP healed with First Aid
|  
*+20-40 HP healed with First Aid
*+5% to chance to score a critical success with 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 can still heal people that aren't; the downside is that you cannot heal other players if they are on cooldown even if you are not)


- +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 Critical]]
|  1/1
|  3
|  [[SG]], [[BG]], [[EW]] or [[Throwing]] ≥ 100%
|  +5% to [[critical hit chance]]
|-
|-
|  [[More Ranged Damage]]
|  [[More Ranged Damage]]
|  1/1
| align="center" |  1/1
|  15
| align="center" |  15
|  [[SG]], [[BG]], [[EW]] or [[Throwing]] ≥ 200%
|  [[SG]], [[BG]], [[EW]] or [[Throwing]] ≥ 200%
|  +4 to a weapon's damage range when using small or big guns
|  +4 [[damage]] with ranged [[weapons]]
|-
|  [[Pyromaniac]]
|  1/1
|  9
[[SG]], [[BG]], [[EW]], [[Close Combat]] or [[Throwing]] ≥ 100%
|  +25% fire based damage  
|-
|  [[Quick Recovery]]
|  1/1
|  3
|  [[Agility]] ≥ 6
|  1/3 duration of KO, KD, Lose Turn
|-
|  [[Sharpshooter]]
|  1/1
|  9
|  [[SG]], [[BG]], [[EW]], or [[Throwing]] ≥ 150%
|  +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
|-
|-
|  [[Silent Death]]
|  [[Silent Death]]
|  1/1
| align="center" |  1/1
|  15
| align="center" |  15
|  [[Sneak]] ≥ 175%
|  [[Sneak]] ≥ 175%
|  Auto crit if attacking from behind, while sneaked and using unarmed, melee, pistols or throwing weapons (not grenades)
|  Auto crit if attacking from behind, while sneaked and using unarmed, melee, pistols or throwing weapons (not grenades)


+10 crit power roll  
+10 crit power roll  
|-
|  [[Silent Running]]
|  1/1
|  6
|  [[Sneak]] ≥ 100%
|  No penalty for running while in sneak mode
|-
|  [[Stonewall]]
|  1/1
|  9
|  [[Strength]] ≥ 6
|  Better chance of avoiding knock-downs and knock-outs
|-
|  [[Toughness]]
|  1/1
|  6
|  [[Endurance]] ≥ 4
|  +1 to [[DT]], +5 to [[DR]]
|-
|-
|  [[Iron Limbs]]
|  [[Iron Limbs]]
|  1/1
| align="center" |  1/1
|  15
| align="center" |  15
|  [[Strength]] ≥ 6 <br> [[Endurance]] ≥ 6
|  [[Strength]] ≥ 6 <br> [[Endurance]] ≥ 6
|  - Endurance – 3 roll to avoid leg cripple
|  - Endurance – 3 roll to avoid leg cripple
Line 283: Line 270:
- Strength – 4 roll to avoid weapon drop  
- Strength – 4 roll to avoid weapon drop  
|-
|-
|  [[Weapon Handling]]
|  [[Dodger]]
|  1/1
| align="center" |  1/2
3
| align="center" 15
|  [[SG]] or [[BG]] ≥ 100%
|  [[Agility]] ≥ 8 <br>[[Close Combat]] ≥ 175
+2 to [[Strength]] when calculating [[chance to hit]]
|  -5% to final [[Hit Chance]] (works only with melee/unarmed/throwing weapons in both hands)
|-
[[Dodger]]
| align="center" |  2/2
| align="center" |  18
|  [[Agility]] ≥ 10 <br>[[Close Combat]] ≥ 175
|  -5% to final [[Hit Chance]] (works only with melee/unarmed/throwing weapons in both hands)
|-
[[Lifegiver]]
| align="center" |  3/3
| align="center" |  18
| n/a
|  +30 to [[hit points]]
|-
|  [[Bonus Rate of Attack]]
| align="center" |  1/1
| align="center" |  18
|  [[SG]], [[BG]], [[EW]], [[Close Combat]] or [[Throwing]] ≥ 180%
|  -1 [[AP]] cost of performing an attack (ranged or melee)
|-
|-
|}
|}


{{NavboxPerks}}
==Support Perks==
==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.
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.
Line 297: Line 303:
|-
|-
!  Name
!  Name
Rank/number of ranks
Ranks
Required level
Req'd<br>Level
!  Other requirements
!  Other Requirements
!  Bonus
!  Bonus
|-
|-
|  [[Awareness]]
|  [[Awareness]]
|  1/1
| align="center" |  1/1
|  n/a
| align="center" |  n/a
|  Every character starts with it.
|  Every character starts with it.
|  Hovering the cursor over a critter displays detailed information about it
|  Hovering the cursor over a critter displays detailed information about it
|-
|-
|  [[Cautious Nature]]
|  [[Pack Rat]]
|  1/1
| align="center" |  1/1
n/a
| align="center" 6
|  [[Perception]] 6, [[Outdoorsman]] ≥ 100%
|  None
|  +3 to [[Perception]] when determining placement in [[random encounters]]
|  1/3 more Carry Weight
|-
|  [[Strong Back]]
| align="center" |  1/1
| align="center" |  6
[[Endurance]] ≥ 6
|  +22 [[carry weight]] capacity
|-
|-
|  [[Dead Man Walking]]
|  [[Boneyard Guard]]
|  1/1
| align="center" |  1/1
|  n/a
| align="center" |  n/a
|  [[Intelligence]] ≥ 5, [[Doctor]] ≥ 50%
|  [[Small Guns]], [[Big Guns]], [[Energy Weapons]], [[Close Combat]] or [[Throwing]] ≤ 65%
Doubled negative [[HP]] capacity
+10% in any of [[Small Guns]], [[Big Guns]], [[Energy Weapons]], [[Close Combat]] or [[Throwing]] skills
|-
|-
|  [[Demolition Expert]]
|  [[Mr. Fixit]]
|  1/1
| align="center" |  1/1
|  n/a
| align="center" |  n/a
|  [[Traps]] ≥ 125%
|  [[Repair]] ≥ 120%
No unwanted explosions and extra damage for the wanted ones
[[Repairing]] items is easier
|-
|-
|  [[Dismantler]]
|  [[Dismantler]]
|  1/1
| align="center" |  1/1
|  n/a
| align="center" |  n/a
|  [[Science]] ≥ 120%
|  [[Science]] ≥ 120%
|  Doubled amount of [[resources]] received from [[dismantling]] items
|  Doubled amount of [[resources]] received from [[dismantling]] items
|-
|-
|  [[Educated]]
|  [[Dead Man Walking]]
|  1/1
| align="center" |  1/1
|  n/a
| align="center" |  n/a
|  [[Intelligence]] ≥ 8, [[Science]] ≥ 100%
|  [[Intelligence]] ≥ 5, [[Doctor]] ≥ 50%
+2 to [[SP]] per [[level]]
Doubled negative [[HP]] capacity
|-
|-
|  [[Explorer]]
|  [[Swift Learner]]
|  1/1
| align="center" |  1/1
|  n/a
| align="center" |  n/a
|  [[Outdoorsman]] ≥ 150%
|  [[Intelligence]] ≥ 6, [[Science]] ≥ 50%
Faster [[world map]] travelling
+10% to all your [[experience point]] gains
|-
|-
|  [[Faster Healing]]
|  [[Faster Healing]]
|  1/1
| align="center" |  1/1
|  n/a
| align="center" |  n/a
|  [[Intelligence]] ≥ 6, [[Doctor]] ≥ 75%
|  [[Intelligence]] ≥ 6, [[Doctor]] ≥ 75%
|  +5 to [[healing rate]]
|  +5 to [[healing rate]]
|-
|  [[Rad Resistance]]
| align="center" |  1/1
| align="center" |  n/a
|  [[Intelligence]] ≥ 7, [[Doctor]] ≥ 100%
|  +30% to [[radiation resistance]], +20% to [[poison]] resistance
|-
|  [[Educated]]
| align="center" |  1/1
| align="center" |  n/a
|  [[Intelligence]] ≥ 8, [[Science]] ≥ 100%
|  +2 to [[SP]] per [[level]]
|-
|  [[Snakeater]]
| align="center" |  1/1
| align="center" |  n/a
|  [[Endurance]] ≥ 6
|  +30 to [[poison]] resistance and +20 to [[radiation resistance]]
|-
|-
|  [[Gecko Skinning]]
|  [[Gecko Skinning]]
|  1/1
| align="center" |  1/1
|  n/a
| align="center" |  n/a
|  [[Outdoorsman]] ≥ 50%
|  [[Outdoorsman]] ≥ 50%
|  Ability to skin geckos
|  Ability to skin geckos
|-
|-
|  [[Harmless]]
|  [[Cautious Nature]]
|  1/1
| align="center" |  1/1
|  n/a
| align="center" |  n/a
|  [[Charisma]] ≥ 6, [[Steal]] ≥ 125%
|  [[Perception]] ≥ 6, [[Outdoorsman]] ≥ 100%
Halved [[reputation]] loss when [[stealing]]
+3 to [[Perception]] when determining placement in [[random encounters]]
|-
|-
|  [[Light Step]]
|  [[Ranger]]
|  1/1
| align="center" |  1/1
|  n/a
| align="center" |  n/a
|  [[Traps]] ≥ 100%
|  [[Outdoorsman]] ≥ 100%
Chance to set off a trap reduced by 50%
Ability to craft several new items, a [[safe house]] instead of a [[tent]]
|-
|-
|  [[Magnetic Personality]]
|  [[Scout]]
|  1/1
| align="center" |  1/1
|  n/a
| align="center" |  n/a
|  [[Speech]] ≥ 100%
|  [[Outdoorsman]] ≥ 150%
+50 to [[party points]], +1 to maximum [[party size]]
Faster revealing of the covered areas of the [[world map]]
|-
|-
|  [[Master Thief]]
|  [[Explorer]]
| 1/1
| align="center" |  1/1
|  n/a
| align="center" |  n/a
|  [[Steal]] ≥ 125%
|  [[Outdoorsman]] ≥ 150%
|  [[Stealing]] [[cooldown]] reduced by 50%
Faster [[world map]] travelling
|-
|  [[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]]
|  [[Pathfinder]]
|  1/1
| align="center" |  1/1
|  n/a
| align="center" |  n/a
|  [[Outdoorsman]] ≥ 150%
|  [[Outdoorsman]] ≥ 150%
|  15% faster world map travelling  
|  15% faster world map travelling  
|-
|-
|  [[Pickpocket]]
|  [[Light Step]]
|  1/1
| align="center" |  1/1
|  n/a
| align="center" |  n/a
|  [[Steal]] ≥ 125%
|  [[Traps]] ≥ 50%
Easier [[stealing]]
Chance to set off a trap reduced by 50%
|-
|-
|  [[Rad Resistance]]
|  [[Demolition Expert]]
|  1/1
| align="center" |  1/1
|  n/a
| align="center" |  n/a
|  [[Intelligence]] ≥ 7, [[Doctor]] ≥ 100%
|  [[Traps]] ≥ 125%
+30% to [[radiation resistance]], +20% to [[poison]] resistance
No unwanted explosions and extra damage for the wanted ones
|-
|-
|  [[Ranger]]
|  [[Negotiator]]
|  1/1
| align="center" |  1/1
|  n/a
| align="center" |  n/a
|  [[Outdoorsman]] ≥ 100%
|  [[Barter]] ≥ 125%
Ability to craft several new items, a [[safe house]] instead of a [[tent]]
|  [[Reputation]] lower than neutral is upgraded to neutral when talking to [[NPCs]]
|-
|  [[Scout]]
|  1/1
|  n/a
|  [[Outdoorsman]] ≥ 150%
|  Faster revealing of the covered areas of the [[world map]]
|-
|-
|  [[Sex Appeal]]
|  [[Sex Appeal]]
|  1/1
| align="center" |  1/1
|  n/a
| align="center" |  n/a
|  [[Speech]] ≥ 75%
|  [[Speech]] ≥ 75%
|  +250 to [[reputation]] when interacting with the opposite sex
|  +250 to [[reputation]] when interacting with the opposite sex
|-
|-
|  [[Snakeater]]
|  [[Magnetic Personality]]
|  1/1
| align="center" |  1/1
|  n/a
| align="center" |  n/a
|  [[Endurance]] ≥ 6
|  [[Speech]] ≥ 100%
|  +30 to [[poison]] resistance and +20 to [[radiation resistance]]
|  +50 to [[party points]], +1 to maximum [[party size]]
|-
|-
|  [[Speaker]]
|  [[Speaker]]
|  1/1
| align="center" |  1/1
|  n/a
| align="center" |  n/a
|  [[Speech]] ≥ 125%
|  [[Speech]] ≥ 125%
|  Your [[followers]]' loyalty decreases at half the normal rate
|  Your [[followers]]' loyalty decreases at half the normal rate
|-
|-
|  [[Stealth Girl]]
|  [[Stealth Girl]]
|  1/1
| align="center" |  1/1
|  n/a
| align="center" |  n/a
|  [[Sneak]] ≥ 100%, [[Repair]] ≥ 100%
|  [[Sneak]] ≥ 100%, [[Repair]] ≥ 100%
|  Doubled [[stealth boy]]'s battery life
|  Doubled [[stealth boy]]'s battery life
|-
|  [[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]]
|  [[Thief]]
|  1/1
| align="center" |  1/1
|  n/a
| align="center" |  n/a
|  [[Steal]] ≥ 100%
|  [[Steal]] ≥ 100%
|  [[Luck]]/50 chance of no [[cooldown]] if a stealing attempt has failed
|  [[Luck]]/50 chance of no [[cooldown]] if a stealing attempt has failed
|-
|  [[Harmless]]
| align="center" |  1/1
| align="center" |  n/a
|  [[Charisma]] ≥ 6, [[Steal]] ≥ 125%
|  Halved [[reputation]] loss when [[stealing]]
|-
|  [[Pickpocket]]
| align="center" |  1/1
| align="center" |  n/a
|  [[Steal]] ≥ 125%
|  Easier [[stealing]]
|-
|  [[Master Thief]]
| align="center" |  1/1
| align="center" |  n/a
|  [[Steal]] ≥ 125%
|  [[Stealing]] [[cooldown]] reduced by 50%
|-
|-
|  [[Treasure Hunter]]
|  [[Treasure Hunter]]
|  1/1
| align="center" |  1/1
|  n/a
| align="center" |  n/a
|  [[Lockpick]] ≥ 125%
|  [[Lockpick]] ≥ 125%
|  Additional items spawn in lockers in [[random encounters]]
|  Additional items spawn in lockers in [[random encounters]]
Line 478: Line 490:
|}
|}


{{NavboxSPerks}}
==Weapon Perks==
==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]].
[[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"
{| class="wikitable sortable" border="1"
Line 503: Line 510:
|  [[Knockback]]
|  [[Knockback]]
|  When hit, your opponents are likely to be knocked back
|  When hit, your opponents are likely to be knocked back
|-
|  [[Enhanced Knockout]]
|  When EVERY critical hit becomes a knockout critical
|-
|-
|  [[Long Range]]
|  [[Long Range]]
|  Doubled bonus from [[Perception]] when calculating chance to hit
|  Doubled bonus from [[Perception]] when calculating [[Hit Chance]]
|-
|-
|  [[Penetrate]]
|  [[Penetrate]]
Line 513: Line 523:
|  +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%  
|  +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| ]]
[[Category:Perks| ]]

Latest revision as of 23:02, 10 April 2021

There are three types of Perks:

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

Level Perks

A Leveling Perk 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 Level 24, so all player Characters are limited to 8 each, or 6 if Skilled, although choosing the last perk can be delayed until Level 29. At Level 30, any leftover perk choice options are lost.

Regardless of its type, gaining a perk permanently unlocks its bonus, e.g. gaining Lifegiver forever increases the character's number of Hit Points. Short of a Reroll, 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 to gain a perk when given the option; perks are not automatically or randomly selected in cases when the player does not choose.

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. Requirements may vary for different ranks of a perk. Usually the higher the rank, the higher the skill/level requirements.

NOTE: When determining which perks can be gained, the game checks the character's SPECIAL statistics. It is therefore impossible for a character whose base Strength is 5, to take a perk requiring 6 or more points of Strength. Temporary boosts, like from Drugs, do not satisfy perk requirements.

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 when leveling up, and don't lose any Perks. Perk choices do not accumulate, so if you delay choosing a perk long enough to earn another perk, you waited too long, and the first perk choice will be lost.

Name Rank Req'd
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 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%
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
+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%
Doctor ≥ 175
Medic perk
  • +20-40 HP healed with First Aid
  • +5% to chance to score a critical success with 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 can still heal people that aren't; the downside is that you cannot heal other players if they are on cooldown even if you are not)
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
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
Close Combat ≥ 175
-5% to final Hit Chance (works only with melee/unarmed/throwing weapons in both hands)
Dodger 2/2 18 Agility ≥ 10
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)
Other Perks
Required level 3 More Critical · Quick Pockets · Adrenaline Rush · Quick Recovery · Weapon Handling
Required level 6 In Your Face! · Even More Criticals · Silent Running · Toughness
Required level 9 Sharpshooter · Pyromaniac · Close Combat Master · Even Tougher · Stonewall · Medic · Heave Ho! · Bonus Ranged Damage
Required level 12 Lifegiver · Gain ST, PE, EN, CH, IN, AG, LK · Better Critical · Ghost · Action Boy
Required level 15 Lifegiver · Dodger · Livewire · Man of Steel · Field Medic · Iron Limbs · Action Boy · Silent Death · More Ranged Damage
Required level 18 Lifegiver · Dodger · Bonus Rate of Attack

Support Perks

The availability of 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 Level 24.

Name Ranks Req'd
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 ≥ 50% 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
Other Support Perks
Endurance Perks Strong Back · Snakeater
Intelligence Perks Dead Man Walking · Swift Learner · Faster Healing · Rad Resistance · Educated
Outdoorsman Perks Gecko Skinning · Cautious Nature · Ranger · Scout · Explorer · Pathfinder
Traps Perks Light Step · Demolition Expert
Speech Perks Sex Appeal · Magnetic Personality · Speaker
Steal Perks Thief · Harmless · Pickpocket · Master Thief
Charisma Perks Way of the Fruit
Other Support Perks Pack Rat · Mr. Fixit · Dismantler · Negotiator · Stealth Girl · Treasure Hunter · Boneyard Guard
Soon: Planned Perks Scrounger · Fortune Finder

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.

Name Bonus
Accurate Chance to hit increased by 20%
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 Hit Chance
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%
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