Perks: Difference between revisions

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- perk is ignored by flamer attack  
- perk is ignored by flamer attack  
|-
|  [[Iron Grip]]
|  1/1
|  12
|  [[Strength]] ≥ 8
|  Reduced chance of dropping a [[weapon]] or having an arm [[crippled]] when hit
|-
|-
|  [[Lifegiver]]
|  [[Lifegiver]]

Revision as of 22:33, 5 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, BG, EW or Throwing ≥ 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 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)
Even More Criticals 1/1 6 SG, BG, EW, Close Combat 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 3 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

Medic 1/1 9 First Aid ≥ 125% Doctor ≥ 125% and Intelligence ≥ 3 +15-30 to hit points healed using First Aid

-50% First Aid/Doctor cooldowns.

Doctor skill can remove Knockout

Heave Ho! 1/1 9 Throwing ≥ 125% +2 Strength for throw range calculation and +6 max throw range
In Your Face! 1/1 6 Close Combat ≥ 125% - 50% chance of missing you when in an adjacent square and unarmed or with melee weapon (or in 2hex range when using "ranged" melee like sledgehammer or spear)

- for burst mode attack it counts 50% for each bullet not entire burst

- perk is ignored by flamer attack

Lifegiver 1/3 12 n/a +30 to hit points
Lifegiver 2/3 15 n/a +30 to hit points
Lifegiver 3/3 18 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 and 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 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 1/1 9 SG, BG, EW, Close Combat or Throwing ≥ 100% +25% fire based damage
Quick Recovery 1/1 3 Agility ≥ 6 1/3 duration of KO, KD, Lose Turn
Sharpshooter 1/1 9 SG, BG, EW, or Throwing ≥ 150% +6 Field of View, +8% to your chance to hit and -50% to your target's armor's (both head and body) critical chance modifiers for aimed attacks only
Silent Death 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

Silent Running 1/1 6 Sneak ≥ 100% No penalty for running while in sneak mode
Stonewall 1/1 9 Strength ≥ 6 Better chance of avoiding knock-downs and knock-outs
Toughness 1/1 6 Endurance ≥ 4 +1 to DT, +5 to DR
Iron Limbs 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

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 ≥ 100% 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%