TmpPage Perks: Difference between revisions
(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...") |
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! Other requirements | ! Other requirements | ||
! Bonus | ! Bonus | ||
! Audit | |||
|- | |- | ||
| More Critical | | More Critical | ||
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| - 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) |