TmpPage Perks: Difference between revisions

From FOnline: Reloaded Wiki
Jump to navigation Jump to search
(Created page with "==Perks== {| class="wikitable sortable" border="1" |- ! Name ! Required level ! Other requirements ! Bonus |- | More Critical | 3 | - Small Guns or Big Guns or Energy...")
 
No edit summary
Line 8: Line 8:
!  Other requirements
!  Other requirements
!  Bonus
!  Bonus
! Audit
|-
|-
|  More Critical
|  More Critical
Line 13: Line 14:
|  - Small Guns or Big Guns or Energy Weapons or Throwing or Close Combat 100
|  - Small Guns or Big Guns or Energy Weapons or Throwing or Close Combat 100
|  - +5 critical chance
|  - +5 critical chance
|
|-
|-
|  Quick Pockets
|  Quick Pockets
Line 19: Line 21:
|  - (un)equipping/picking up items is done at half its normal AP cost
|  - (un)equipping/picking up items is done at half its normal AP cost
- reloading cost reduced to 1 AP
- reloading cost reduced to 1 AP
|
|-
|-
|  Adrenaline Rush
|  Adrenaline Rush
Line 24: Line 27:
|  - Strength 5
|  - Strength 5
|  - +1 DT, + 5 DR (all damage type) for every 25% missing HP
|  - +1 DT, + 5 DR (all damage type) for every 25% missing HP
|
|-
|-
|  Quick Recovery
|  Quick Recovery
Line 29: Line 33:
|  - Agility 6
|  - Agility 6
|  - 1/3 duration of KO, KD, Lose Turn
|  - 1/3 duration of KO, KD, Lose Turn
|
|-
|-
|  Weapon Handling
|  Weapon Handling
Line 34: Line 39:
|  - Small Guns or Big Guns or Energy Weapons or Throwing 100
|  - Small Guns or Big Guns or Energy Weapons or Throwing 100
|  - +2 to Strength when calculating chance to hit
|  - +2 to Strength when calculating chance to hit
|
|-
|-
|  Toughness
|  Toughness
Line 39: Line 45:
|  - Endurance 4
|  - Endurance 4
|  - +5 DR, +1 DT for every damage type
|  - +5 DR, +1 DT for every damage type
|
|-
|-
|  Silent Running
|  Silent Running
Line 44: Line 51:
|  - Sneak 100
|  - Sneak 100
|  - no penalty for running while in sneak mode
|  - no penalty for running while in sneak mode
|
|-
|-
|  Even More Criticals
|  Even More Criticals
Line 49: Line 57:
|  - Small Guns or Big Guns or Energy Weapons or Throwing or Close Combat 125
|  - Small Guns or Big Guns or Energy Weapons or Throwing or Close Combat 125
|  - +10 critical chance
|  - +10 critical chance
|
|-
|-
|  In Your Face!
|  In Your Face!
Line 57: Line 66:


- perk is ignored by flamer attack
- perk is ignored by flamer attack
|
|-
|-
|  Close Combat Master
|  Close Combat Master
Line 63: Line 73:
|  - +15 critical chance for melee/unarmed attacks
|  - +15 critical chance for melee/unarmed attacks
- +10 melee damage
- +10 melee damage
|
|-
|-
|  Bonus Ranged Damge
|  Bonus Ranged Damge
Line 68: Line 79:
|  - Small Guns or Big Guns or Energy Weapons or Throwing 150
|  - Small Guns or Big Guns or Energy Weapons or Throwing 150
|  - +3 damage per bullet
|  - +3 damage per bullet
|
|-
|-
|  Sharpshooter
|  Sharpshooter
Line 77: Line 89:


- -50% to your target's armor's (both head and body) critical chance modifiers for aimed attacks only
- -50% to your target's armor's (both head and body) critical chance modifiers for aimed attacks only
|
|-
|-
|  Medic
|  Medic
Line 88: Line 101:


- can heal knockout with Doctor without cooldown and ignore skill being on cooldown
- can heal knockout with Doctor without cooldown and ignore skill being on cooldown
|
|-
|-
|  Heave Ho!
|  Heave Ho!
Line 94: Line 108:
|  - +2 Strength for throw range calculation
|  - +2 Strength for throw range calculation
- +6 max throw range
- +6 max throw range
|
|-
|-
|  Stonewall
|  Stonewall
Line 104: Line 119:


- -50% of normal knockback distance.
- -50% of normal knockback distance.
|
|-
|-
|  Even Tougher
|  Even Tougher
Line 110: Line 126:
|  - +3 normal DT
|  - +3 normal DT
- +10 normal DR
- +10 normal DR
|
|-
|-
|  Pyromaniac
|  Pyromaniac
Line 115: Line 132:
|  - Small Guns or Big Guns or Energy Weapons or Throwing or Close Combat 100
|  - Small Guns or Big Guns or Energy Weapons or Throwing or Close Combat 100
|  - +25% fire based damage
|  - +25% fire based damage
|
|-
|-
|  Better Critical
|  Better Critical
Line 121: Line 139:
|  - +20 critical power for ranged attacks
|  - +20 critical power for ranged attacks
- +25 critical power for melee/unarmed attacks
- +25 critical power for melee/unarmed attacks
|
|-
|-
|  Action Boy, rank #1
|  Action Boy, rank #1
Line 126: Line 145:
|  - Agility 6
|  - Agility 6
|  - +1 maximum Action Points
|  - +1 maximum Action Points
|
|-
|-
|  Lifegiver, rank #1
|  Lifegiver, rank #1
Line 131: Line 151:
|   
|   
|  - +30 HP
|  - +30 HP
|
|-
|-
|  Ghost
|  Ghost
Line 137: Line 158:
|  - +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
- -40 alpha of sneaked character
|
|-
|-
|  Gain S/P/E/C/I/A/L
|  Gain S/P/E/C/I/A/L
Line 142: Line 164:
|  - S/P/E/C/I/A/L < 10
|  - S/P/E/C/I/A/L < 10
|  - +2 S/P/E/C/I/A/L
|  - +2 S/P/E/C/I/A/L
|
|-
|-
|  Silent Death
|  Silent Death
Line 148: Line 171:
|  - auto crit if attacking from behind, while sneaked and using unarmed, melee, pistols or throwing weapons (not grenades)
|  - auto crit if attacking from behind, while sneaked and using unarmed, melee, pistols or throwing weapons (not grenades)
- +10 crit power roll
- +10 crit power roll
|
|-
|-
|  Action Boy, rank #2
|  Action Boy, rank #2
Line 153: Line 177:
|  - Agility 6
|  - Agility 6
|  - +1 maximum Action Points
|  - +1 maximum Action Points
|
|-
|-
|  Lifegiver, rank #2
|  Lifegiver, rank #2
Line 158: Line 183:
|   
|   
|  - +30 HP
|  - +30 HP
|
|-
|-
|  Dodger, rank #1
|  Dodger, rank #1
Line 164: Line 190:
- Close Combat 150
- Close Combat 150
|  + -5% to final hit chance (works only with melee/unarmed/throwing weapons in both hands)
|  + -5% to final hit chance (works only with melee/unarmed/throwing weapons in both hands)
|
|-
|-
|  Field Medic
|  Field Medic
Line 177: Line 204:


- 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)
- 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)
|
|-
|-
|  Iron Limbs
|  Iron Limbs
Line 186: Line 214:


- Strength – 4 roll to avoid weapon drop
- Strength – 4 roll to avoid weapon drop
|
|-
|-
|  Man of Steel
|  Man of Steel
Line 191: Line 220:
|  - Endurance 8
|  - Endurance 8
|  - -10 critical power of critical hits against you
|  - -10 critical power of critical hits against you
|
|-
|-
|  More Ranged Damage
|  More Ranged Damage
Line 196: Line 226:
|  - Small Guns or Big Guns or Energy Weapons or Throwing 200
|  - Small Guns or Big Guns or Energy Weapons or Throwing 200
|  - +4 damage per bullet
|  - +4 damage per bullet
|
|-
|-
|  Livewire
|  Livewire
Line 202: Line 233:
|  - double Armor Class bonus from Agility
|  - double Armor Class bonus from Agility
(does not work with two-handed guns from Small Gun, Big Gun, Energy Weapon class)
(does not work with two-handed guns from Small Gun, Big Gun, Energy Weapon class)
|
|-
|-
|  Bonus Rate of Attack
|  Bonus Rate of Attack
Line 207: Line 239:
|  - Small Guns or Big Guns or Energy Weapons or Throwing or Close Combat 180
|  - Small Guns or Big Guns or Energy Weapons or Throwing or Close Combat 180
|  - 1 AP cost of performing an attack
|  - 1 AP cost of performing an attack
|
|-
|-
|  Lifegiver, rank #3
|  Lifegiver, rank #3
Line 212: Line 245:
|   
|   
|  - +30 HP
|  - +30 HP
|
|-
|-
|  Dodger, rank #2
|  Dodger, rank #2
Line 218: Line 252:
- Close Combat 175
- Close Combat 175
|  + -5% to final hit chance (works only with melee/unarmed/throwing weapons in both hands)
|  + -5% to final hit chance (works only with melee/unarmed/throwing weapons in both hands)
|
|-
|-
|}
|}

Revision as of 02:20, 1 October 2017

Perks

Name Required level Other requirements Bonus Audit
More Critical 3 - Small Guns or Big Guns or Energy Weapons or Throwing or Close Combat 100 - +5 critical chance
Quick Pockets 3 - Agility 5 - (un)equipping/picking up items is done at half its normal AP cost

- reloading cost reduced to 1 AP

Adrenaline Rush 3 - Strength 5 - +1 DT, + 5 DR (all damage type) for every 25% missing HP
Quick Recovery 3 - Agility 6 - 1/3 duration of KO, KD, Lose Turn
Weapon Handling 3 - Small Guns or Big Guns or Energy Weapons or Throwing 100 - +2 to Strength when calculating chance to hit
Toughness 6 - Endurance 4 - +5 DR, +1 DT for every damage type
Silent Running 6 - Sneak 100 - no penalty for running while in sneak mode
Even More Criticals 6 - Small Guns or Big Guns or Energy Weapons or Throwing or Close Combat 125 - +10 critical chance
In Your Face! 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

Close Combat Master 9 - Close Combat 150 - +15 critical chance for melee/unarmed attacks

- +10 melee damage

Bonus Ranged Damge 9 - Small Guns or Big Guns or Energy Weapons or Throwing 150 - +3 damage per bullet
Sharpshooter 9 - Small Guns or Big Guns or Energy Weapons or Throwing or Close Combat 150

- Intelligence 3

- +6 Field of View

- +8 Hit Chance

- -50% to your target's armor's (both head and body) critical chance modifiers for aimed attacks only

Medic 9 - First Aid 125

- Doctor 125

- Intelligence 3

- +15-30 HP healed with First Aid

- -50% First Aid/Doctor cooldowns

- can heal knockout with Doctor without cooldown and ignore skill being on cooldown

Heave Ho! 9 - Throwing 125 - +2 Strength for throw range calculation

- +6 max throw range

Stonewall 9 - Strength 6 - Endurance – 5 roll to avoid Knockout

- Endurance – 3 roll to avoid Knockdown

- Strength – 2 rool to avoid Knockback from explosions and shotguns

- -50% of normal knockback distance.

Even Tougher 9 - Endurance 6 - +3 normal DT

- +10 normal DR

Pyromaniac 9 - Small Guns or Big Guns or Energy Weapons or Throwing or Close Combat 100 - +25% fire based damage
Better Critical 12 - Small Guns or Big Guns or Energy Weapons or Throwing or Close Combat 175 - +20 critical power for ranged attacks

- +25 critical power for melee/unarmed attacks

Action Boy, rank #1 12 - Agility 6 - +1 maximum Action Points
Lifegiver, rank #1 12 - +30 HP
Ghost 12 - Sneak 150 - +30 bonus to Sneak when within 5 hexes from a wall

- -40 alpha of sneaked character

Gain S/P/E/C/I/A/L 12 - S/P/E/C/I/A/L < 10 - +2 S/P/E/C/I/A/L
Silent Death 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

Action Boy, rank #2 15 - Agility 6 - +1 maximum Action Points
Lifegiver, rank #2 15 - +30 HP
Dodger, rank #1 15 - Agility 8

- Close Combat 150

+ -5% to final hit chance (works only with melee/unarmed/throwing weapons in both hands)
Field Medic 15 - First Aid 175

- Doctor 175

- 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)

Iron Limbs 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

Man of Steel 15 - Endurance 8 - -10 critical power of critical hits against you
More Ranged Damage 15 - Small Guns or Big Guns or Energy Weapons or Throwing 200 - +4 damage per bullet
Livewire 15 - Agility 6 - double Armor Class bonus from Agility

(does not work with two-handed guns from Small Gun, Big Gun, Energy Weapon class)

Bonus Rate of Attack 18 - Small Guns or Big Guns or Energy Weapons or Throwing or Close Combat 180 - 1 AP cost of performing an attack
Lifegiver, rank #3 18 - +30 HP
Dodger, rank #2 18 - Agility 10

- Close Combat 175

+ -5% to final hit chance (works only with melee/unarmed/throwing weapons in both hands)