TmpPage Perks

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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)

See Also