Perks: Difference between revisions
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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]] - 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 | * [[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 | * [[weapon perks|Weapon Perks]] - built into certain weapons | ||
==Level Perks== | ==Level Perks== | ||
[[level perks|Leveling 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, and ''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. | '''NOTE''': The player is not forced to choose '''Leveling Perks''' immediately, and ''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. |
Revision as of 16:00, 22 September 2017
There are three types of 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 - built into certain weapons
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 Level 24, so all player Characters are limited to 8 each, or 6 is Skilled.
NOTE: The player is not forced to choose Leveling Perks immediately, and 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.
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.
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.
Table of Perks
Support perks are marked with an asterisk; weapon perks are excluded.
Name | Rank/number of ranks | Required level | Other requirements | Bonus |
---|---|---|---|---|
Action Boy | 1/2 | 12 | Agility ≥ 6 | +1 to Action Points |
Action Boy | 2/2 | 15 | Agility ≥ 6 | +1 to Action Points |
Adrenaline Rush | 1/1 | 3 | Strength ≥ 5 | HP loss effects DT's and DR's incremental increase at certain thresholds |
Awareness* | 1/1 | n/a | Every character starts with it. | Hovering the cursor over a critter displays detailed information about it |
Better Criticals | 1/1 | 12 | SG, BG, EW, or Throwing ≥ 175% | Much more devastating critical hits |
Blessed Are the Weak | 1/1 | 9 | First Aid ≥ 125% | Ability to heal weakened individuals |
Bonus HtH Attacks | 1/1 | 18 | Close Combat ≥ 180% | -1 AP to HtH attack cost |
Bonus HtH Damage | 1/1 | 3 | Close Combat ≥ 75% | +7 to melee damage |
More HtH Criticals | 1/1 | 6 | Close Combat ≥ 100% | +15% to critical hit chance for HtH/melee attacks |
Bonus Move | 1/1 | 3 | Agility ≥ 6 | +2 APs that can only be expended for movement in TB combat |
Bonus Ranged Damage | 1/2 | 9 | SG or BG ≥ 150% | +2 to a weapon's damage range when using small or big guns |
Bonus Ranged Damage | 2/2 | 12 | SG or BG ≥ 175% | +2 to the weapon's damage range when using small or big guns |
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 | 1/1 | 9 | Endurance ≥ 6 | +3 to DT, +10 to DR |
Explorer* | 1/1 | n/a | Outdoorsman ≥ 150% | Faster world map travelling |
Faster Healing* | 1/1 | n/a | Intelligence ≥ 6, Doctor ≥ 75% | +5 to healing rate |
Quick Pockets | 1/1 | 6 | Agility ≥ 5 | (Un)equipping/picking up items is done at half its normal AP cost. Reloading cost reduced to 1 AP |
Gain Agility | 1/1 | 12 | Agility ≤ 9 | +1 to Agility |
Gain Charisma | 1/1 | 12 | Charisma ≤ 9 | +1 to Charisma |
Gain Endurance | 1/1 | 12 | Endurance ≤ 9 | +1 to Endurance |
Gain Intelligence | 1/1 | 12 | Intelligence ≤ 9 | +1 to Intelligence |
Gain Luck | 1/1 | 12 | Luck ≤ 9 | +1 to Luck |
Gain Perception | 1/1 | 12 | Perception ≤ 9 | +1 to Perception |
Gain Strength | 1/1 | 12 | Strength ≤ 9 | +1 to Strength |
Gecko Skinning* | 1/1 | n/a | Outdoorsman ≥ 50% | Ability to skin geckos |
Ghost | 1/1 | 12 | Sneak ≥ 150% | +30 bonus to Sneak when within 5 hexes from a wall |
Harmless* | 1/1 | n/a | Charisma ≥ 6, Steal ≥ 125% | Halved reputation loss when stealing |
Healer | 1/1 | 3 | First Aid ≥ 75% | +15-30 to hit points healed using First Aid |
Healer+ | 1/1 | 6 | First Aid ≥ 100% | +20-40 to hit points healed using First Aid |
Heave Ho! | 1/1 | 6 | Throwing ≥ 100% | +1 to Strength when calculating how far you can throw |
Heave Ho!! | 1/1 | 9 | Throwing ≥ 150% | +1 to Strength when calculating how far you can throw |
Hit the Gaps | 1/1 | 12 | Close Combat ≥ 150% | -50% to your target's armor's critical modifiers |
Better HtH Criticals | 1/1 | 15 | Close Combat ≥ 175% | Power of criticals increased by 25% when unarmed or using melee weapons |
HtH Evade | 1/1 | 6 | Close Combat ≥ 75% | +20 to AC when both item slots are empty |
HtH Evade+ | 1/1 | 9 | Close Combat ≥ 150% | +40 to AC when both item slots are empty |
In Your Face! | 1/1 | 9 | Close Combat ≥ 125% | Attackers' chance to hit you drops significantly if s/he is standing on a hex next to yours |
Iron Grip | 1/1 | 12 | Strength ≥ 8 | Reduced chance of dropping a weapon or having an arm crippled when hit |
Lifegiver | 1/3 | 12 | Endurance ≥ 5 | +40 to hit points |
Lifegiver | 2/3 | 15 | Endurance ≥ 6 | +30 to hit points |
Lifegiver | 3/3 | 18 | Endurance ≥ 7 | +20 to hit points |
Light Step* | 1/1 | n/a | Traps ≥ 50% | Chance to set off a trap reduced by 50% |
Livewire | 1/1 | 3 | Agility ≥ 6 | Doubled AC derived from Agility |
Living Anatomy | 1/1 | 12 | First Aid ≥ 150% | +5 to damage when attacking living organisms, better luck when using First Aid |
Magnetic Personality* | 1/1 | n/a | Speech ≥ 100% | +50 to party points, +1 to maximum party size |
Man of Steel | 1/1 | 15 | Endurance ≥ 8 | Increased resistance to critical hits |
Master Thief* | 1/1 | n/a | Steal ≥ 125% | Stealing cooldown reduced by 50% |
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* | 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* | 1/1 | n/a | Outdoorsman ≥ 150% | 15% faster world map travelling |
Pickpocket* | 1/1 | n/a | Steal ≥ 125% | Easier stealing |
Pyromaniac | 1/2 | 9 | BG ≥ 100% | +20 to damage when using fire-based weaponry |
Pyromaniac | 2/2 | 15 | BG ≥ 150% | +20 to damage when using fire-based weaponry |
Quick Recovery | 1/1 | 3 | Agility ≥ 6 | Recovering from knock downs/knock outs costs significantly fewer APs than it normally would |
Rad Resistance* | 1/1 | n/a | Intelligence ≥ 7, Doctor ≥ 100% | +30% to radiation resistance, +20% to poison resistance |
Ranger* | 1/1 | n/a | Outdoorsman ≥ 100% | Ability to craft several new items, a safe house instead of a tent |
Right between the Eyes | 1/1 | 15 | SG, BG, EW, or Throwing ≥ 200% | -50% to your target's helmet's critical modifiers |
Scout* | 1/1 | n/a | Outdoorsman ≥ 150% | Faster revealing of the covered areas of the world map |
Sex Appeal* | 1/1 | n/a | Speech ≥ 75% | +250 to reputation when interacting with the opposite sex |
Sharpshooter | 1/1 | 9 | SG, BG, EW, or Throwing ≥ 150% | +2 to Perception when determining how far you can see, +8% to your chance to hit |
Silent Death | 1/1 | 15 | Sneak ≥ 175% | Attacking a critter from behind always causes a critical hit when unarmed, using melee weapons or firing one-handed guns. |
Silent Running | 1/1 | 6 | Sneak ≥ 100% | No penalty for running while in sneak mode |
Snakeater* | 1/1 | n/a | Endurance ≥ 6 | +30 to poison resistance and +20 to radiation resistance |
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 |
Stonewall | 1/1 | 9 | Strength ≥ 6 | Better chance of avoiding knock-downs and knock-outs |
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* | 1/1 | n/a | Steal ≥ 100% | Luck/50 chance of no cooldown if a stealing attempt has failed |
Toughness | 1/1 | 6 | Endurance ≥ 4 | +2 to DT, +5 to DR |
Treasure Hunter* | 1/1 | n/a | Lockpick ≥ 125% | 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
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 |
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% |