Perks
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% |