TmpPage Perks
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 Damage | 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 roll 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) |