Perks: Difference between revisions

From FOnline: Reloaded Wiki
Jump to navigation Jump to search
No edit summary
(Updated up to 3 sessions)
Line 8: Line 8:


'''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.
'''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.
==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.
==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]].
==Table of Perks==
[[Support perks]] are marked with an asterisk; [[weapon perks]] are excluded.


{| class="wikitable sortable" border="1"
{| class="wikitable sortable" border="1"
Line 39: Line 21:
|  12
|  12
|  [[Agility]] ≥ 6
|  [[Agility]] ≥ 6
|  +1 to [[Action Points]]
|  +1 maximum [[Action Points]]
|-
|-
|  [[Action Boy]]
|  [[Action Boy]]
Line 45: Line 27:
|  15
|  15
|  [[Agility]] ≥ 6
|  [[Agility]] ≥ 6
|  +1 to [[Action Points]]
|  +1 maximum [[Action Points]]
|-
|-
|  [[Adrenaline Rush]]
|  [[Adrenaline Rush]]
Line 51: Line 33:
|  3
|  3
|  [[Strength]] ≥ 5  
|  [[Strength]] ≥ 5  
[[HP]] loss effects [[DT]]'s and [[DR]]'s incremental increase at certain thresholds
+1 [[DT]], + 5 [[DR]] (all damage type) for every 25% missing [[HP]]
|-
[[Awareness]]*
|  1/1
|  n/a
|  Every character starts with it.
|  Hovering the cursor over a critter displays detailed information about it
|-
|-
|  [[Better Criticals]]
|  [[Better Criticals]]
Line 65: Line 41:
|  Much more devastating [[critical hits]]
|  Much more devastating [[critical hits]]
|-
|-
|  [[Blessed Are the Weak]]
|  [[Close Combat Master]]
|  1/1
|  1/1
|  9
|  9
|  [[First Aid]] ≥ 125%
|  [[Close Combat]] ≥ 150%
Ability to heal [[weakened]] individuals
+15% [[critical hit chance]] for unarmed/[[melee]] attacks +10 melee damage
|-
|-
|  [[Bonus HtH Attacks]]
|  [[Bonus Ranged Damage]]
|  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
|  1/1
|  3
|  [[Agility]] ≥ 6
|  +2 [[AP]]s that can only be expended for movement in [[TB]] combat
|-
|  [[Bonus Ranged Damage]]
|  1/2
|  9
|  9
|  [[SG]] or [[BG]] ≥ 150%
|  [[SG]] or [[BG]] ≥ 150%
|  +2 to a weapon's damage range when using small or big guns
|  +3 to a weapon's damage range when using small or big guns
|-
|-
|  [[Bonus Ranged Damage]]
|  [[Bonus Rate of Attack]]
|  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
|  1/1
|  18
|  18
|  [[SG]], [[BG]], [[EW]] or [[Throwing]] ≥ 180%
|  [[SG]], [[BG]], [[EW]] or [[Throwing]] ≥ 180%
|  -1 [[AP]] to ranged attack cost, except if throwing melee-class items
|  -1 [[AP]] cost of performing an attack
|-
|  [[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]]
|  [[Dodger]]
|  1/1
|  1/2
|  12
|  12
|  [[Agility]] ≥ 8
|  [[Agility]] ≥ 8 Close Combat 175
+20 to [[AC]]
-5% to final hit chance (works only with melee/unarmed/throwing weapons in both hands)
|-
|-
|  [[Dodger+]]
|  [[Dodger]]
1/1
2/2
|  15
|  15
|  [[Agility]] ≥ 10
|  [[Agility]] ≥ 10 Close Combat 175
+40 to [[AC]]
|  -5% to final hit chance (works only with melee/unarmed/throwing weapons in both hands)
|-
|  [[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]]
|  [[Even More Criticals]]
Line 171: Line 81:
|  9
|  9
|  [[Endurance]] ≥ 6
|  [[Endurance]] ≥ 6
|  +3 to [[DT]], +10 to [[DR]]
|  +3 normal [[DT]], +10 normal [[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]]
|  [[Quick Pockets]]
Line 195: Line 93:
|  12
|  12
|  [[Agility]] ≤ 9
|  [[Agility]] ≤ 9
|  +1 to [[Agility]]
|  +2 to [[Agility]]
|-
|-
|  [[Gain Charisma]]
|  [[Gain Charisma]]
Line 201: Line 99:
|  12
|  12
|  [[Charisma]] ≤ 9
|  [[Charisma]] ≤ 9
|  +1 to [[Charisma]]
|  +2 to [[Charisma]]
|-
|-
|  [[Gain Endurance]]
|  [[Gain Endurance]]
Line 207: Line 105:
|  12
|  12
|  [[Endurance]] ≤ 9
|  [[Endurance]] ≤ 9
|  +1 to [[Endurance]]
|  +2 to [[Endurance]]
|-
|-
|  [[Gain Intelligence]]
|  [[Gain Intelligence]]
Line 213: Line 111:
|  12
|  12
|  [[Intelligence]] ≤ 9
|  [[Intelligence]] ≤ 9
|  +1 to [[Intelligence]]
|  +2 to [[Intelligence]]
|-
|-
|  [[Gain Luck]]
|  [[Gain Luck]]
Line 219: Line 117:
|  12
|  12
|  [[Luck]] ≤ 9
|  [[Luck]] ≤ 9
|  +1 to [[Luck]]
|  +2 to [[Luck]]
|-
|-
|  [[Gain Perception]]
|  [[Gain Perception]]
Line 225: Line 123:
|  12
|  12
|  [[Perception]] ≤ 9
|  [[Perception]] ≤ 9
|  +1 to [[Perception]]
|  +2 to [[Perception]]
|-
|-
|  [[Gain Strength]]
|  [[Gain Strength]]
Line 231: Line 129:
|  12
|  12
|  [[Strength]] ≤ 9
|  [[Strength]] ≤ 9
|  +1 to [[Strength]]
|  +2 to [[Strength]]
|-
|  [[Gecko Skinning]]*
|  1/1
|  n/a
|  [[Outdoorsman]] ≥ 50%
|  Ability to skin geckos
|-
|-
|  [[Ghost]]
|  [[Ghost]]
Line 243: Line 135:
|  12
|  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]]*
|  1/1
|  n/a
|  [[Charisma]] ≥ 6, [[Steal]] ≥ 125%
|  Halved [[reputation]] loss when [[stealing]]
|-
|-
|  [[Healer]]
|  [[Healer]]
Line 275: Line 161:
|  +1 to [[Strength]] when calculating how far you can throw
|  +1 to [[Strength]] when calculating how far you can throw
|-
|-
|  [[Hit the Gaps]]
|  [[In Your Face!]]
|  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
|  1/1
|  6
|  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%
|  [[Close Combat]] ≥ 125%
Attackers' [[chance to hit]] you drops significantly if s/he is standing on a hex next to yours
- 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]]
|  [[Iron Grip]]
Line 314: Line 176:
|  1/3
|  1/3
|  12
|  12
|  [[Endurance]] ≥ 5
|  +30 to [[hit points]]
|  +40 to [[hit points]]
|-
|-
|  [[Lifegiver]]
|  [[Lifegiver]]
|  2/3
|  2/3
|  15
|  15
|  [[Endurance]] ≥ 6
|  +30 to [[hit points]]
|  +30 to [[hit points]]
|-
|-
Line 326: Line 186:
|  3/3
|  3/3
|  18
|  18
|  [[Endurance]] ≥ 7
|  +30 to [[hit points]]
|  +20 to [[hit points]]
|-
|  [[Light Step]]*
|  1/1
|  n/a
|  [[Traps]] ≥ 50%
|  Chance to set off a trap reduced by 50%
|-
|-
|  [[Livewire]]
|  [[Livewire]]
Line 346: Line 199:
|  [[First Aid]] ≥ 150%
|  [[First Aid]] ≥ 150%
|  +5 to [[damage]] when attacking living organisms, better luck when using [[First Aid]]
|  +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]]
|  [[Man of Steel]]
Line 358: Line 205:
|  [[Endurance]] ≥ 8
|  [[Endurance]] ≥ 8
|  Increased resistance to [[critical hits]]
|  Increased resistance to [[critical hits]]
|-
|  [[Master Thief]]*
|  1/1
|  n/a
|  [[Steal]] ≥ 125%
|  [[Stealing]] [[cooldown]] reduced by 50%
|-
|-
|  [[Medic]]
|  [[Medic]]
Line 381: Line 222:
|  15
|  15
|  [[SG]], [[BG]], [[EW]] or [[Throwing]] ≥ 200%
|  [[SG]], [[BG]], [[EW]] or [[Throwing]] ≥ 200%
|  +3 to a weapon's damage range when using small or big guns
|  +4 to a weapon's damage range when using small or big guns
|-
|  [[Pyromaniac]]
|  1/2
|  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]]
|  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
|-
|  [[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]]
|-
|  [[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]]
|-
|}
 
 
==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
|-
|  [[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
|-
|  [[Educated]]
|  1/1
|  n/a
|  [[Intelligence]] ≥ 8, [[Science]] ≥ 100%
|  +2 to [[SP]] per [[level]]
|-
|  [[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]]
|-
|  [[Gecko Skinning]]
|  1/1
|  n/a
|  [[Outdoorsman]] ≥ 50%
|  Ability to skin geckos
|-
|  [[Harmless]]
|  1/1
|  n/a
|  [[Charisma]] ≥ 6, [[Steal]] ≥ 125%
|  Halved [[reputation]] loss when [[stealing]]
|-
|  [[Light Step]]
|  1/1
|  n/a
|  [[Traps]] ≥ 50%
|  Chance to set off a trap reduced by 50%
|-
|  [[Magnetic Personality]]
|  1/1
|  n/a
|  [[Speech]] ≥ 100%
|  +50 to [[party points]], +1 to maximum [[party size]]
|-
|  [[Master Thief]]
|  1/1
|  n/a
|  [[Steal]] ≥ 125%
|  [[Stealing]] [[cooldown]] reduced by 50%
|-
|-
|  [[Mr. Fixit]]*
|  [[Mr. Fixit]]
|  1/1
|  1/1
|  n/a
|  n/a
Line 389: Line 376:
|  [[Repairing]] items is easier
|  [[Repairing]] items is easier
|-
|-
|  [[Negotiator]]*
|  [[Negotiator]]
|  1/1
|  1/1
|  n/a
|  n/a
Line 395: Line 382:
|  [[Reputation]] lower than neutral is upgraded to neutral when talking to [[NPCs]]
|  [[Reputation]] lower than neutral is upgraded to neutral when talking to [[NPCs]]
|-
|-
|  [[Pack Rat]]*
|  [[Pack Rat]]
|  1/1
|  1/1
|  6
|  6
Line 401: Line 388:
|  You can carry more
|  You can carry more
|-
|-
|  [[Pathfinder]]*
|  [[Pathfinder]]
|  1/1
|  1/1
|  n/a
|  n/a
Line 407: Line 394:
|  15% faster world map travelling  
|  15% faster world map travelling  
|-
|-
|  [[Pickpocket]]*
|  [[Pickpocket]]
|  1/1
|  1/1
|  n/a
|  n/a
Line 413: Line 400:
|  Easier [[stealing]]
|  Easier [[stealing]]
|-
|-
|  [[Pyromaniac]]
|  [[Rad Resistance]]
|  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
|  1/1
|  n/a
|  n/a
Line 437: Line 406:
|  +30% to [[radiation resistance]], +20% to [[poison]] resistance
|  +30% to [[radiation resistance]], +20% to [[poison]] resistance
|-
|-
|  [[Ranger]]*
|  [[Ranger]]
|  1/1
|  1/1
|  n/a
|  n/a
Line 443: Line 412:
|  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
|  15
|  [[SG]], [[BG]], [[EW]], or [[Throwing]] ≥ 200%
|  -50% to your target's helmet's critical modifiers
|-
|  [[Scout]]*
|  1/1
|  1/1
|  n/a
|  n/a
Line 455: Line 418:
|  Faster revealing of the covered areas of the [[world map]]
|  Faster revealing of the covered areas of the [[world map]]
|-
|-
|  [[Sex Appeal]]*
|  [[Sex Appeal]]
|  1/1
|  1/1
|  n/a
|  n/a
Line 461: Line 424:
|  +250 to [[reputation]] when interacting with the opposite sex
|  +250 to [[reputation]] when interacting with the opposite sex
|-
|-
|  [[Sharpshooter]]
|  [[Snakeater]]
|  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
|  1/1
|  n/a
|  n/a
Line 485: Line 430:
|  +30 to [[poison]] resistance and +20 to [[radiation resistance]]
|  +30 to [[poison]] resistance and +20 to [[radiation resistance]]
|-
|-
|  [[Speaker]]*
|  [[Speaker]]
|  1/1
|  1/1
|  n/a
|  n/a
Line 491: Line 436:
|  Your [[followers]]' loyalty decreases at half the normal rate
|  Your [[followers]]' loyalty decreases at half the normal rate
|-
|-
|  [[Stealth Girl]]*
|  [[Stealth Girl]]
|  1/1
|  1/1
|  n/a
|  n/a
Line 497: Line 442:
|  Doubled [[stealth boy]]'s battery life
|  Doubled [[stealth boy]]'s battery life
|-
|-
|  [[Stonewall]]
|  [[Strong Back]]
|  1/1
|  9
|  [[Strength]] ≥ 6
|  Better chance of avoiding knock-downs and knock-outs
|-
|  [[Strong Back]]*
|  1/1
|  1/1
|  6
|  6
Line 509: Line 448:
|  +22 [[carry weight]] capacity
|  +22 [[carry weight]] capacity
|-
|-
|  [[Swift Learner]]*
|  [[Swift Learner]]
|  1/1
|  1/1
|  n/a
|  n/a
Line 515: Line 454:
|  +10% to all your [[experience point]] gains
|  +10% to all your [[experience point]] gains
|-
|-
|  [[Thief]]*
|  [[Thief]]
|  1/1
|  1/1
|  n/a
|  n/a
Line 521: Line 460:
|  [[Luck]]/50 chance of no [[cooldown]] if a stealing attempt has failed
|  [[Luck]]/50 chance of no [[cooldown]] if a stealing attempt has failed
|-
|-
|  [[Toughness]]
|  [[Treasure Hunter]]
|  1/1
|  6
|  [[Endurance]] ≥ 4
|  +2 to [[DT]], +5 to [[DR]]
|-
|  [[Treasure Hunter]]*
|  1/1
|  1/1
|  n/a
|  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==
==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"
{| class="wikitable sortable" border="1"
Line 578: Line 505:


|}
|}


[[Category:Perks| ]]
[[Category:Perks| ]]

Revision as of 18:27, 4 November 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, 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.

Name Rank/number of ranks Required level Other requirements Bonus
Action Boy 1/2 12 Agility ≥ 6 +1 maximum Action Points
Action Boy 2/2 15 Agility ≥ 6 +1 maximum Action Points
Adrenaline Rush 1/1 3 Strength ≥ 5 +1 DT, + 5 DR (all damage type) for every 25% missing HP
Better Criticals 1/1 12 SG, BG, EW, or Throwing ≥ 175% Much more devastating critical hits
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 or BG ≥ 150% +3 to a weapon's damage range when using small or big guns
Bonus Rate of Attack 1/1 18 SG, BG, EW or Throwing ≥ 180% -1 AP cost of performing an attack
Dodger 1/2 12 Agility ≥ 8 Close Combat 175 -5% to final hit chance (works only with melee/unarmed/throwing weapons in both hands)
Dodger 2/2 15 Agility ≥ 10 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 or Throwing ≥ 125% +10% to critical hit chance
Even Tougher 1/1 9 Endurance ≥ 6 +3 normal DT, +10 normal DR
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 +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
Ghost 1/1 12 Sneak ≥ 150% +30 bonus to Sneak when within 5 hexes from a wall. -40 alpha of sneaked character
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
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 1/3 12 +30 to hit points
Lifegiver 2/3 15 +30 to hit points
Lifegiver 3/3 18 +30 to hit points
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
Man of Steel 1/1 15 Endurance ≥ 8 Increased resistance to critical hits
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% +4 to a weapon's damage range when using small or big guns
Pyromaniac 1/2 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 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
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
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


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 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
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
Educated 1/1 n/a Intelligence ≥ 8, Science ≥ 100% +2 to SP per level
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
Gecko Skinning 1/1 n/a Outdoorsman ≥ 50% Ability to skin geckos
Harmless 1/1 n/a Charisma ≥ 6, Steal ≥ 125% Halved reputation loss when stealing
Light Step 1/1 n/a Traps ≥ 50% Chance to set off a trap reduced by 50%
Magnetic Personality 1/1 n/a Speech ≥ 100% +50 to party points, +1 to maximum party size
Master Thief 1/1 n/a Steal ≥ 125% Stealing cooldown reduced by 50%
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
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
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
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
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
Treasure Hunter 1/1 n/a Lockpick ≥ 125% Additional items spawn in lockers in random encounters

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.

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%