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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 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


[[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.
==Level Perks==
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.


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.
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.


[[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]].
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.


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.
'''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.


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.
'''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.
 
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"
{| 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 to [[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 to [[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  
|  [[HP]] loss effects [[DT]]'s and [[DR]]'s incremental increase at certain thresholds
+1 [[DT]]<br>+ 5 [[DR]] for every 25% missing [[HP]]
|-
|-
|  [[Awareness]]*
|  [[Quick Recovery]]
|  1/1
| align="center" |  1/1
n/a
| align="center" 3
|  [[Perception]] ≥ 6, or [[Unarmed]] or [[Melee Weapons]] ≥ 100%
|  [[Agility]] ≥ 6
Hovering the cursor over a critter displays detailed information about it
1/3 duration of KO, KD, Lose Turn
|-
|-
|  [[Better Criticals]]
|  [[Weapon Handling]]
|  1/1
| align="center" |  1/1
12
| align="center" 3
|  [[SG]], [[BG]], [[EW]], or [[Throwing]] ≥ 175%
|  [[SG]], [[BG]], [[EW]] or [[Throwing]] ≥ 100%
Much more devastating [[critical hits]]
+2 to [[Strength]] when calculating [[chance to hit]]
|-
|-
|  [[Blessed Are the Weak]]
|  [[In Your Face!]]
|  1/1
| align="center" |  1/1
9
| align="center" 6
|  [[First Aid]] ≥ 125%
|  [[Close Combat]] ≥ 125%
Ability to heal [[weakened]] individuals
- 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
|-
|-
|  [[Bonus HtH Attacks]]
|  [[Even More Criticals]]
|  1/1
| align="center" |  1/1
18
| align="center" 6
|  [[Unarmed]] or [[Melee Weapons]] ≥ 180%
|  [[SG]], [[BG]], [[EW]], [[Close Combat]] or [[Throwing]] ≥ 125%
-1 AP to [[HtH]] attack cost
+10% to [[critical hit chance]]
|-
|-
|  [[Bonus HtH Damage]]
|  [[Silent Running]]
|  1/1
| align="center" |  1/1
3
| align="center" 6
|  [[Unarmed]] or [[Melee Weapons]] ≥ 75%
|  [[Sneak]] ≥ 100%
+7 to [[melee]] damage
No penalty for running while in sneak mode
|-
|-
|  [[More HtH Criticals]]
|  [[Toughness]]
|  1/1
| align="center" |  1/1
|  6
| align="center" |  6
|  [[Unarmed]] or [[Melee Weapons]] ≥ 100%
|  [[Endurance]] ≥ 4
|  +15% to [[critical hit chance]] for HtH/[[melee]] attacks
|  +1 to [[DT]], +5 to [[DR]]
|-
|-
|  [[Bonus Move]]
|  [[Sharpshooter]]
|  1/1
| align="center" |  1/1
3
| align="center" 9
|  [[Agility]] ≥ 6
|  [[SG]], [[BG]], [[EW]], [[Close Combat]] or [[Throwing]] ≥ 150%<br>and [[Intelligence]] ≥ 3
|  +2 [[AP]]s that can only be expended for movement in [[TB]] combat
|  +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
|-
|-
|  [[Bonus Ranged Damage]]
|  [[Close Combat Master]]
|  1/2
| align="center" |  1/1
|  9
| align="center" |  9
|  [[SG]] or [[BG]] ≥ 150%
|  [[Close Combat]] ≥ 150%
|  +2 to a weapon's damage range when using small or big guns
|  +15% [[critical hit chance]] for unarmed/[[melee]] attacks +10 melee damage  
|-
|-
|  [[Bonus Ranged Damage]]
|  [[Bonus Ranged Damage]]
| 2/2
| align="center" |  1/1
|  12
| align="center" 9
|  [[SG]] or [[BG]] ≥ 175%
|  [[SG]], [[BG]], [[EW]] or [[Throwing]] ≥ 150%
|  +2 to the weapon's damage range when using small or big guns
|  +3 [[damage]] with ranged [[weapons]]
|-
|  [[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]]
|  [[Even Tougher]]
|  1/1
| align="center" |  1/1
|  9
| align="center" |  9
|  [[Endurance]] ≥ 6
|  [[Endurance]] ≥ 6
|  +3 to [[DT]], +10 to [[DR]]
|  +3 normal [[DT]], +10 normal [[DR]]
|-
|-
|  [[Explorer]]*
|  [[Stonewall]]
|  1/1
| align="center" |  1/1
n/a
| align="center" 9
|  [[Outdoorsman]] ≥ 150
|  [[Strength]] ≥ 6
Faster [[world map]] travelling
Better chance of avoiding knock-downs and knock-outs
|-
|-
|  [[Faster Healing]]*
|  [[Medic]]
|  1/1
| align="center" |  1/1
n/a
| align="center" 9
|  [[Intelligence]] ≥ 6, [[Doctor]] ≥ 75%
|  [[First Aid]], [[Doctor]] ≥ 125% and [[Intelligence]] ≥ 3
|  +5 to [[healing rate]]
|  +15-30 to hit points healed using [[First Aid]]
 
-50% First Aid/Doctor cooldowns.
 
Doctor skill can remove Knockout
|-
|-
|  [[Quick Pockets]]
|  [[Heave Ho!]]
|  1/1
| align="center" |  1/1
6
| align="center" 9
|  [[Agility]] ≥ 5
|  [[Throwing]] ≥ 125%
(Un)equipping/picking up items is done at half its normal [[AP]] cost. Reloading cost reduced to 1 AP 
+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
|  +1 to [[Agility]]
|  +2 to [[Agility]]
|-
|-
|  [[Gain Charisma]]
|  [[Gain Charisma]]
|  1/1
| align="center" |  1/1
|  12
| align="center" |  12
|  [[Charisma]] ≤ 9
|  [[Charisma]] ≤ 9
|  +1 to [[Charisma]]
|  +2 to [[Charisma]]
|-
|-
|  [[Gain Endurance]]
|  [[Gain Endurance]]
|  1/1
| align="center" |  1/1
|  12
| align="center" |  12
|  [[Endurance]] ≤ 9
|  [[Endurance]] ≤ 9
|  +1 to [[Endurance]]
|  +2 to [[Endurance]]
|-
|-
|  [[Gain Intelligence]]
|  [[Gain Intelligence]]
|  1/1
| align="center" |  1/1
|  12
| align="center" |  12
|  [[Intelligence]] ≤ 9
|  [[Intelligence]] ≤ 9
|  +1 to [[Intelligence]]
|  +2 to [[Intelligence]]
|-
|-
|  [[Gain Luck]]
|  [[Gain Luck]]
|  1/1
| align="center" |  1/1
|  12
| align="center" |  12
|  [[Luck]] ≤ 9
|  [[Luck]] ≤ 9
|  +1 to [[Luck]]
|  +2 to [[Luck]]
|-
|-
|  [[Gain Perception]]
|  [[Gain Perception]]
|  1/1
| align="center" |  1/1
|  12
| align="center" |  12
|  [[Perception]] ≤ 9
|  [[Perception]] ≤ 9
|  +1 to [[Perception]]
|  +2 to [[Perception]]
|-
|-
|  [[Gain Strength]]
|  [[Gain Strength]]
|  1/1
| align="center" |  1/1
|  12
| align="center" |  12
|  [[Strength]] ≤ 9
|  [[Strength]] ≤ 9
|  +1 to [[Strength]]
|  +2 to [[Strength]]
|-
|-
|  [[Gecko Skinning]]*
|  [[Better Criticals]]
|  1/1
| align="center" |  1/1
n/a
| align="center" 12
|  [[Outdoorsman]] ≥ 50%
|  [[SG]], [[BG]], [[EW]], [[Close Combat]] or [[Throwing]] ≥ 175%
Ability to skin geckos
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
|-
|-
|  [[Harmless]]*
|  [[Lifegiver]]
|  1/1
| align="center" |  1/3
|  n/a
| align="center" 12
|  [[Charisma]] ≥ 6, [[Steal]] ≥ 125%
| n/a
|  Halved [[reputation]] loss when [[stealing]]
+30 to [[hit points]]
|-
|-
|  [[Healer]]
|  [[Action Boy]]
|  1/1
| align="center" |  1/2
3
| align="center" 12
|  [[First Aid]] ≥ 75%
|  [[Agility]] ≥ 6
|  +15-30 to hit points healed using [[First Aid]]
|  +1 maximum [[Action Points]]
|-
|-
|  [[Healer+]]
|  [[Action Boy]]
1/1
| align="center" 2/2
6
| align="center" 15
|  [[First Aid]] ≥ 100%
|  [[Agility]] ≥ 6
|  +20-40 to hit points healed using [[First Aid]]
|  +1 maximum [[Action Points]]
|-
|-
|  [[Heave Ho!]]
|  [[Lifegiver]]
1/1
| align="center" 2/3
6
| align="center" 15
| [[Throwing]] ≥ 100%
| n/a
|  +1 to [[Strength]] when calculating how far you can throw
|  +30 to [[hit points]]
|-
|-
|  [[Heave Ho!!]]
|  [[Livewire]]
|  1/1
| align="center" |  1/1
9
| align="center" 15
|  [[Throwing]] ≥ 150%
|  [[Agility]] ≥ 6
|   +1 to [[Strength]] when calculating how far you can throw
| Doubled [[AC]] derived from [[Agility]]
 
(does not work with two-handed guns from Small Gun, Big Gun, Energy Weapon class)
|-
|-
|  [[Hit the Gaps]]
|  [[Man of Steel]]
|  1/1
| align="center" |  1/1
12
| align="center" 15
|  [[Unarmed]] or [[Melee Weapons]] ≥ 150%
|  [[Endurance]] ≥ 8
|  -50% to your target's armor's critical modifiers
|  -10 critical power of [[critical hits]] against you
|-
|-
|  [[Better HtH Criticals]]
|  [[Field Medic]]
|  1/1
| align="center" |  1/1
|  15
| align="center" |  15
|  [[Unarmed]] or [[Melee Weapons]] ≥ 175%
|  [[First Aid]] ≥ 175% <br> [[Doctor]] ≥ 175 <br> [[Medic]] perk
|  Power of criticals increased by 25% when unarmed or using [[melee]] [[weapons]]
|
*+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)
 
|-
|-
|  [[HtH Evade]]
|  [[More Ranged Damage]]
|  1/1
| align="center" |  1/1
6
| align="center" 15
|  [[Unarmed]] or [[Melee Weapons]] ≥ 75%
|  [[SG]], [[BG]], [[EW]] or [[Throwing]] ≥ 200%
|  +20 to [[AC]] when both item slots are empty
|  +4 [[damage]] with ranged [[weapons]]
|-
|-
|  [[HtH Evade+]]
|  [[Silent Death]]
|  1/1
| align="center" |  1/1
9
| align="center" 15
|  [[Unarmed]] or [[Melee Weapons]] ≥ 150%
|  [[Sneak]] ≥ 175%
|  +40 to [[AC]] when both item slots are empty
Auto crit if attacking from behind, while sneaked and using unarmed, melee, pistols or throwing weapons (not grenades)
 
+10 crit power roll
|-
|-
|  [[In Your Face!]]
|  [[Iron Limbs]]
|  1/1
| align="center" |  1/1
9
| align="center" 15
|  [[Unarmed]] or [[Melee Weapons]] ≥ 125%
|  [[Strength]] ≥ 6 <br> [[Endurance]] ≥ 6
Attackers' [[chance to hit]] you drops significantly if s/he is standing on a hex next to yours
- Endurance – 3 roll to avoid leg cripple
 
- Endurance – 3 roll to avoid arm cripple
 
- Strength – 4 roll to avoid weapon drop
|-
|-
|  [[Iron Grip]]
|  [[Dodger]]
|  1/1
| align="center" |  1/2
12
| align="center" 15
|  [[Strength]] ≥ 8
|  [[Agility]] ≥ 8 <br>[[Close Combat]] ≥ 175
|  Reduced chance of dropping a [[weapon]] or having an arm [[crippled]] when hit
|  -5% to final [[Hit Chance]] (works only with melee/unarmed/throwing weapons in both hands)
|-
|-
|  [[Lifegiver]]
|  [[Dodger]]
1/3
| align="center" 2/2
12
| align="center" 18
|  [[Endurance]] ≥ 5
|  [[Agility]] ≥ 10 <br>[[Close Combat]] ≥ 175
+20 to [[hit points]]
-5% to final [[Hit Chance]] (works only with melee/unarmed/throwing weapons in both hands)
|-
|-
|  [[Lifegiver]]
|  [[Lifegiver]]
2/3
| align="center" 3/3
15
| align="center" 18
| [[Endurance]] ≥ 6
| n/a
|  +30 to [[hit points]]
|  +30 to [[hit points]]
|-
|-
|  [[Lifegiver]]
|  [[Bonus Rate of Attack]]
3/3
| align="center" 1/1
|  18
| align="center" |  18
|  [[Endurance]] ≥ 7
|  [[SG]], [[BG]], [[EW]], [[Close Combat]] or [[Throwing]] ≥ 180%
+40 to [[hit points]]
-1 [[AP]] cost of performing an attack (ranged or melee)
|-
|-
| [[Light Step]]*
|}
|  1/1
 
|  n/a
{{NavboxPerks}}
[[Traps]] ≥ 50%
==Support Perks==
| Chance to set off a trap reduced by 50%
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"
|-
|-
| [[Livewire]]
! Name
| 1/1
! Ranks
| 3
! Req'd<br>Level
| [[Agility]] ≥ 6
! Other Requirements
| Doubled [[AC]] derived from [[Agility]]
! Bonus
|-
|-
|  [[Living Anatomy]]
|  [[Awareness]]
|  1/1
| align="center" |  1/1
12
| align="center" n/a
[[First Aid]] ≥ 150%
Every character starts with it.
+5 to [[damage]] when attacking living organisms, better luck when using [[First Aid]]
Hovering the cursor over a critter displays detailed information about it
|-
|-
|  [[Magnetic Personality]]*
|  [[Pack Rat]]
|  1/1
| align="center" |  1/1
n/a
| align="center" 6
[[Speech]] ≥ 100%
None
+50 to [[party points]], +1 to maximum [[party size]]
|  1/3 more Carry Weight
|-
|-
|  [[Man of Steel]]
|  [[Strong Back]]
|  1/1
| align="center" |  1/1
15
| align="center" 6
|  [[Endurance]] ≥ 8
|  [[Endurance]] ≥ 6
Increased resistance to [[critical hits]]
+22 [[carry weight]] capacity
|-
|-
|  [[Master Thief]]*
|  [[Boneyard Guard]]
|  1/1
| align="center" |  1/1
|  n/a
| align="center" |  n/a
|  [[Steal]] ≥ 125%
|  [[Small Guns]], [[Big Guns]], [[Energy Weapons]], [[Close Combat]] or [[Throwing]] ≤ 65%
|  [[Stealing]] [[cooldown]] reduced by 50%
|  +10% in any of [[Small Guns]], [[Big Guns]], [[Energy Weapons]], [[Close Combat]] or [[Throwing]] skills
|-
|  [[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]]*
|  [[Mr. Fixit]]
|  1/1
| align="center" |  1/1
|  n/a
| align="center" |  n/a
|  [[Repair]] ≥ 120%
|  [[Repair]] ≥ 120%
|  [[Repairing]] items is easier
|  [[Repairing]] items is easier
|-
|-
|  [[Negotiator]]*
|  [[Dismantler]]
|  1/1
| align="center" |  1/1
|  n/a
| align="center" |  n/a
|  [[Barter]] ≥ 125%
|  [[Science]] ≥ 120%
|  [[Reputation]] lower than neutral is upgraded to neutral when talking to [[NPCs]]
Doubled amount of [[resources]] received from [[dismantling]] items
|-
|  [[Dead Man Walking]]
| align="center" |  1/1
| align="center" |  n/a
|  [[Intelligence]] ≥ 5, [[Doctor]] ≥ 50%
|  Doubled negative [[HP]] capacity
|-
|-
|  [[Pack Rat]]*
|  [[Swift Learner]]
|  1/1
| align="center" |  1/1
6
| align="center" n/a
None
[[Intelligence]] ≥ 6, [[Science]] ≥ 50%
You can carry more
+10% to all your [[experience point]] gains
|-
|-
|  [[Pathfinder]]*
|  [[Faster Healing]]
|  1/1
| align="center" |  1/1
|  n/a
| align="center" |  n/a
|  [[Outdoorsman]] ≥ 150%
|  [[Intelligence]] ≥ 6, [[Doctor]] ≥ 75%
15% faster world map travelling
+5 to [[healing rate]]
|-
|-
|  [[Pickpocket]]*
|  [[Rad Resistance]]
|  1/1
| align="center" |  1/1
|  n/a
| align="center" |  n/a
|  [[Steal]] ≥ 125%
|  [[Intelligence]] ≥ 7, [[Doctor]] ≥ 100%
Easier [[stealing]]
+30% to [[radiation resistance]], +20% to [[poison]] resistance
|-
|-
|  [[Pyromaniac]]
|  [[Educated]]
|  1/2
| align="center" |  1/1
9
| align="center" n/a
|  [[BG]] ≥ 100%
|  [[Intelligence]] ≥ 8, [[Science]] ≥ 100%
|  +20 to damage when using fire-based weaponry
|  +2 to [[SP]] per [[level]]
|-
|-
|  [[Pyromaniac]]
|  [[Snakeater]]
2/2
| align="center" 1/1
15
| align="center" n/a
|  [[BG]] ≥ 150%
|  [[Endurance]] ≥ 6
|  +20 to damage when using fire-based weaponry
+30 to [[poison]] resistance and +20 to [[radiation resistance]]
|-
|-
|  [[Quick Recovery]]
|  [[Gecko Skinning]]
|  1/1
| align="center" |  1/1
3
| align="center" n/a
|  [[Agility]] ≥ 6
|  [[Outdoorsman]] ≥ 50%
Recovering from knock downs/knock outs costs significantly fewer [[APs]] than it normally would
Ability to skin geckos
|-
|-
|  [[Rad Resistance]]*
|  [[Cautious Nature]]
|  1/1
| align="center" |  1/1
|  n/a
| align="center" |  n/a
|  [[Intelligence]] ≥ 7, [[Doctor]] ≥ 100%
|  [[Perception]] ≥ 6, [[Outdoorsman]] ≥ 100%
|  +30% to [[radiation resistance]], +20% to [[poison]] resistance
|  +3 to [[Perception]] when determining placement in [[random encounters]]
|-
|-
|  [[Ranger]]*
|  [[Ranger]]
|  1/1
| align="center" |  1/1
|  n/a
| align="center" |  n/a
|  [[Outdoorsman]] ≥ 100%
|  [[Outdoorsman]] ≥ 100%
|  Ability to craft several new items, a [[safe house]] instead of a [[tent]]
|  Ability to craft several new items, a [[safe house]] instead of a [[tent]]
|-
|-
|  [[Right between the Eyes]]
|  [[Scout]]
|  1/1
| align="center" |  1/1
15
| align="center" n/a
|  [[SG]], [[BG]], [[EW]], or [[Throwing]] ≥ 200%
|  [[Outdoorsman]] ≥ 150%
-50% to your target's helmet's critical modifiers
|  Faster revealing of the covered areas of the [[world map]]
|-
[[Explorer]]
| align="center" |  1/1
| align="center" |  n/a
[[Outdoorsman]] ≥ 150%
Faster [[world map]] travelling
|-
|-
|  [[Scout]]*
|  [[Pathfinder]]
|  1/1
| align="center" |  1/1
|  n/a
| align="center" |  n/a
|  [[Outdoorsman]] ≥ 150%
|  [[Outdoorsman]] ≥ 150%
Faster revealing of the covered areas of the [[world map]]
15% faster world map travelling
|-
|-
|  [[Sex Appeal]]*
|  [[Light Step]]
|  1/1
| align="center" |  1/1
|  n/a
| align="center" |  n/a
|  [[Speech]] ≥ 75%
|  [[Traps]] ≥ 50%
+250 to [[reputation]] when interacting with the opposite sex
Chance to set off a trap reduced by 50%
|-
|-
|  [[Sharpshooter]]
|  [[Demolition Expert]]
|  1/1
| align="center" |  1/1
9
| align="center" n/a
|  [[SG]], [[BG]], [[EW]], or [[Throwing]] ≥ 150%
|  [[Traps]] ≥ 125%
+2 to [[Perception]] when determining how far you can see, +8% to your [[chance to hit]]
No unwanted explosions and extra damage for the wanted ones
|-
|-
|  [[Silent Death]]
|  [[Negotiator]]
|  1/1
| align="center" |  1/1
15
| align="center" n/a
|  [[Sneak]] ≥ 175%
|  [[Barter]] ≥ 125%
Attacking a critter from behind always causes a [[critical hit]] when unarmed, using melee weapons, throwing grenades or firing one-handed guns.
|  [[Reputation]] lower than neutral is upgraded to neutral when talking to [[NPCs]]
|-
|-
|  [[Silent Running]]
|  [[Sex Appeal]]
|  1/1
| align="center" |  1/1
6
| align="center" n/a
|  [[Sneak]] ≥ 100%
|  [[Speech]] ≥ 75%
No penalty for running while in sneak mode
+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
|-
|-
|  [[Stonewall]]
|  [[Thief]]
|  1/1
| align="center" |  1/1
9
| align="center" n/a
|  [[Strength]] ≥ 6
|  [[Steal]] ≥ 100%
Better chance of avoiding knock-downs and knock-outs
[[Luck]]/50 chance of no [[cooldown]] if a stealing attempt has failed
|-
|-
|  [[Strong Back]]*
|  [[Harmless]]
|  1/1
| align="center" |  1/1
6
| align="center" n/a
|  [[Endurance]] ≥ 6
|  [[Charisma]] ≥ 6, [[Steal]] ≥ 125%
+22 [[carry weight]] capacity
Halved [[reputation]] loss when [[stealing]]
|-
|-
|  [[Swift Learner]]*
|  [[Pickpocket]]
|  1/1
| align="center" |  1/1
|  n/a
| align="center" |  n/a
|  [[Intelligence]] ≥ 6, [[Science]] ≥ 50%
|  [[Steal]] ≥ 125%
+10% to all your [[experience point]] gains
Easier [[stealing]]
|-
|-
|  [[Thief]]*
|  [[Master Thief]]
|  1/1
| align="center" |  1/1
|  n/a
| align="center" |  n/a
|  [[Steal]] ≥ 100%
|  [[Steal]] ≥ 125%
|  [[Luck]]/50 chance of no [[cooldown]] if a stealing attempt has failed
|  [[Stealing]] [[cooldown]] reduced by 50%
|-
|  [[Toughness]]
|  1/1
|  6
|  [[Endurance]] ≥ 4
|  +2 to [[DT]], +5 to [[DR]]
|-
|-
|  [[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]]
|-
|  [[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==
{{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]].


{| class="wikitable sortable" border="1"
{| class="wikitable sortable" border="1"
Line 560: 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 570: 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| ]]

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