Level perks

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Level perks are Perks which work in the same way as their counterparts from the original Fallout games. More detailed information on individual level Perks can be found in their respective articles, see the table below. A full list of level perks is also available at Category:Level Perks.

Requirement Check

When determining what Level perks a Player can gain for his Character, the game checks his/her nominal SPECIAL Statistics. It is therefore impossible for characters whose base Strength is 5 to take a level Perk requiring at least 6 points of Strength, for example, even if they temporarily gain a point of Strength by using a strength-enhancing drug prior to opening the Perk selection window.
Temporary boosts, like from Drugs, do not satisfy perk requirements.

Gaining Level Perks

Characters are given the possibility of gaining one level perk 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 (press "c") to choose a level perk when applicable.

Effects

Regardless of its type, gaining a perk permanently unlocks its bonus, e.g. gaining Lifegiver forever increases the character's number of Hit Points. Short of a Reroll, 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 to gain a perk when given the option; perks are not automatically or randomly selected in cases when players do not choose.

Delaying Perk Choice

The player is not forced to choose any level perk immediately, but these perks can be lost if the choice is delayed too long, so pay attention when leveling up, and don't lose any Perks.
Perk choices do not accumulate, so if you delay choosing a perk long enough to earn another perk, you waited too long, and the first perk choice will be lost.
Taking a perk can be delayed until the level before getting the next option to choose one. If no level perk is chosen from level 3 to 5 for example, with reaching level 6 the option for the first perk is lost. For Skilled characters this would be level 4 to 7, losing the first option at level 8.
Leveling perks end at Level 24, so all player Characters are limited to 8 each, or 6 if Skilled, although choosing the last perk can be delayed until Level 29. At level 30, any leftover perk choice options are lost.

Ranks

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. Requirements may vary for different ranks of a perk. Usually the higher the rank, the higher the skill/level requirements.

Table of Level Perks

Name Rank Req'd
Level
Other Requirements Bonus
More Critical 1/1 3 A combat skill must be ≥ 100%
Either SG, BG, EW, CC or Throwing
+5% to critical hit chance
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

Adrenaline Rush 1/1 3 Strength ≥ 5 +1 DT
+ 5 DR for every 25% missing HP
Quick Recovery 1/1 3 Agility ≥ 6 1/3 duration of KO, KD, Lose Turn
Weapon Handling 1/1 3 SG, BG, EW or Throwing ≥ 100% +2 to Strength when calculating chance to hit
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

Even More Criticals 1/1 6 A combat skill must be ≥ 125%
Either SG, BG, EW, CC or Throwing
+10% to critical hit chance
Silent Running 1/1 6 Sneak ≥ 100% No penalty for running while in sneak mode
Toughness 1/1 6 Endurance ≥ 4 +1 to DT, +5 to DR
Sharpshooter 1/1 9 A combat skill must be ≥ 150%
Either SG, BG, EW, CC or Throwing
and Intelligence ≥ 3
+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
Pyromaniac 1/1 9 A combat skill must be ≥ 100%
Either SG, BG, EW, CC or Throwing
+25% fire based damage
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 damage with ranged weapons
Even Tougher 1/1 9 Endurance ≥ 6 +3 normal DT, +10 normal DR
Stonewall 1/1 9 Strength ≥ 6 Better chance of avoiding knock-downs and knock-outs
Medic 1/1 9 First Aid ≥ 125%
and 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
+6 max throw range
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
Better Criticals 1/1 12 A combat skill must be ≥ 175%
Either SG, BG, EW, CC or Throwing
Much more devastating critical hits
Ghost 1/1 12 Sneak ≥ 150% +30 bonus to Sneak when within 5 hexes from a wall.

-40 alpha of sneaked character

Lifegiver 1/3 12 no other requirements +30 to hit points
Action Boy 1/2 12 Agility ≥ 6 +1 maximum Action Points
Action Boy 2/2 15 Agility ≥ 6 +1 maximum Action Points
Lifegiver 2/3 15 no other requirements +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%
and Doctor ≥ 175
and Medic perk
  • +20-40 HP healed with First Aid
  • +5% to chance to score a critical success with 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 can still heal people that aren't; the downside is that you cannot heal other players if they are on cooldown even if you are not)
More Ranged Damage 1/1 15 SG, BG, EW or Throwing ≥ 200% +4 damage with ranged weapons
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

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

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)
Lifegiver 3/3 18 no other requirements +30 to hit points
Bonus Rate of Attack 1/1 18 A combat skill must be ≥ 180%
Either SG, BG, EW, CC or Throwing
-1 AP cost of performing an attack (ranged or melee)