Perks: Difference between revisions

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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| ]]

Revision as of 01:51, 18 July 2018

powerpuff banned my chars