Perks

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m (Table of Perks: Small typo fixes, links and such.)
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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 is. Requirements may vary for different ranks of a perk, usually the higher the rank, the higher the [[skill]]/[[level]] requirements that must be met prior to acquiring it are.
 
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 is. Requirements may vary for different ranks of a perk, usually the higher the rank, the higher the [[skill]]/[[level]] requirements that must be met prior to acquiring it are.
 +
 +
'''Note:''' When determining what perks can be gained by a player, the game checks his/her nominal [[statistics]]. It is therefore impossible for a character whose base [[Strength]] is 5 to take a perk requiring at least 6 points of [[Strength]], for example, even if s/he temporarily gains a point of [[Strength]] by using a strength-enhancing drug prior to opening the perk selection window or initiating a dialogue with an [[NPC]].
  
  
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|  3
 
|  3
 
|  [[Strength]] ≥ 5  
 
|  [[Strength]] ≥ 5  
+10% [[DR]] when [[health]] drops to a value ≤ 50% of its total value
+
|  [[HP]] loss effects [[DT]]'s and [[DR]]'s incremental increase at certain thresholds
 
|-
 
|-
 
|  [[Awareness]]*
 
|  [[Awareness]]*
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|  n/a
 
|  n/a
 
|  [[Repair]] ≥ 75%
 
|  [[Repair]] ≥ 75%
|  When [[repairing]], any item of [[condition]] ≤ 15% is treated as if its condition were equal to 15%
+
|  When [[repairing]], any item of [[condition]] ≤ 15% is treated as if its [[condition]] were equal to 15%
 
|-
 
|-
 
|  [[Better Criticals]]
 
|  [[Better Criticals]]
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|  3
 
|  3
 
|  [[Unarmed]] or [[Melee Weapons]] ≥ 75%
 
|  [[Unarmed]] or [[Melee Weapons]] ≥ 75%
|  +7 to melee damage
+
|  +7 to [[melee]] damage
 
|-
 
|-
 
|  [[Bonus HtH Damage+]]
 
|  [[Bonus HtH Damage+]]
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|  6
 
|  6
 
|  [[Unarmed]] or [[Melee Weapons]] ≥ 100%
 
|  [[Unarmed]] or [[Melee Weapons]] ≥ 100%
|  +15% to [[critical hit chance]] for HtH/melee attacks
+
|  +15% to [[critical hit chance]] for HtH/[[melee]] attacks
 
|-
 
|-
 
|  [[Bonus Move]]
 
|  [[Bonus Move]]
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|  n/a
 
|  n/a
 
|  [[Intelligence]] ≥ 6, [[Doctor]] ≥ 75%
 
|  [[Intelligence]] ≥ 6, [[Doctor]] ≥ 75%
|  +5 to [[Healing Rate]]
+
|  +5 to [[healing rate]]
 
|-
 
|-
 
|  [[Fast Reload]]
 
|  [[Fast Reload]]
 
|  1/1
 
|  1/1
 
|  6
 
|  6
|  [[BG]] or [[SG]] ≥ 125%
+
|  [[SG]] or [[BG]] ≥ 125%
 
|  Reloading cost reduced by 1 [[AP]]
 
|  Reloading cost reduced by 1 [[AP]]
 
|-
 
|-
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|  12
 
|  12
 
|  [[Unarmed]] or [[Melee Weapons]] ≥ 150%
 
|  [[Unarmed]] or [[Melee Weapons]] ≥ 150%
|  -25% to an attacker's armor's critical modifiers
+
|  -25% to your target's armor's critical modifiers
 
|-
 
|-
 
|  [[HtH Criticals]]
 
|  [[HtH Criticals]]
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|  15
 
|  15
 
|  [[Unarmed]] or [[Melee Weapons]] ≥ 175%
 
|  [[Unarmed]] or [[Melee Weapons]] ≥ 175%
Increased [[critical hit chance]] when unarmed or using melee weapons
+
Power of criticals increased by 25% when unarmed or using [[melee]] [[weapons]]
 
|-
 
|-
 
|  [[HtH Evade]]
 
|  [[HtH Evade]]
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|  12
 
|  12
 
|  [[First Aid]] ≥ 150%
 
|  [[First Aid]] ≥ 150%
|  +2 to [[damage]] when attacking living organisms, better luck when using [[First Aid]]
+
|  +5 to [[damage]] when attacking living organisms, better luck when using [[First Aid]]
 
|-
 
|-
 
|  [[Magnetic Personality]]*
 
|  [[Magnetic Personality]]*
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|  n/a
 
|  n/a
 
|  [[Speech]] ≥ 100%
 
|  [[Speech]] ≥ 100%
|  +50 to [[party points]]
+
|  +50 to [[party points]], +1 to maximum [[party size]]
 
|-
 
|-
 
|  [[Man of Steel]]
 
|  [[Man of Steel]]
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|  1/1
 
|  1/1
 
|  15
 
|  15
|  [[SG]] or [[BG]] ≥ 200%
+
|  [[SG]], [[BG]], [[EW]] or [[Throwing]] ≥ 200%
 
|  +3 to a weapon's damage range when using small or big guns
 
|  +3 to a weapon's damage range when using small or big guns
 
|-
 
|-
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|  1/1
 
|  1/1
 
|  n/a
 
|  n/a
|  [[Intelligence]] ≥ 7, Doctor ≥ 100%
+
|  [[Intelligence]] ≥ 7, [[Doctor]] ≥ 100%
 
|  +30% to [[radiation resistance]], +20% to [[poison]] resistance
 
|  +30% to [[radiation resistance]], +20% to [[poison]] resistance
 
|-
 
|-
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|  15
 
|  15
 
|  [[SG]], [[BG]], [[EW]], or [[Throwing]] ≥ 200%
 
|  [[SG]], [[BG]], [[EW]], or [[Throwing]] ≥ 200%
"[[Helmets]] are no protection against you"
+
-50% to your target's helmet's critical modifiers
 
|-
 
|-
 
|  [[Scout]]*
 
|  [[Scout]]*
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|  1/1
 
|  1/1
 
|  6
 
|  6
|  [[SG]] or [[BG]] ≥ 125%
+
|  [[SG]], [[BG]], [[EW]], or [[Throwing]] ≥ 125%
Attacker's armor's critical modifiers are ignored
+
Your target's armor's critical modifiers are ignored
 
|-
 
|-
 
|  [[Stealth Girl]]*
 
|  [[Stealth Girl]]*
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|  [[Chance to hit]] increased by 20
 
|  [[Chance to hit]] increased by 20
 
|-
 
|-
|  [[Fast reload]]
+
|  [[Fast reload|Fast Reload]]
 
|  -1 to reloading cost
 
|  -1 to reloading cost
 
|-
 
|-
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|-
 
|-
 
|  [[Scoped]]
 
|  [[Scoped]]
|  +32 to [[hit chance]] at the range of 8 or more hexes. At the range of 7 or fewer hexes the [[hit chance]] drops to 5%.
+
|  +32 to [[hit chance]] at the range of 8 or more hexes. At the range of 7 or fewer hexes the [[hit chance]] drops to 5%  
 
|-
 
|-
  
 
|}
 
|}

Latest revision as of 19:22, 28 March 2013

Perks comprise three categories: level perks, support perks and weapon perks.

Level perks can be gained every 3 or 4 levels, depending on what traits your character has, using the perk selection window that appears on the character screen whenever it is possible for you to acquire a new ability.

Any support perk can be gained at any time through talking to an NPC that gives it, provided that your character meets its requirements. There is no limit as to how many support perks a character can have.

Weapon perks denote special qualities that some of the weapons have, and cannot be influenced in any way by players, save for upgrading the weapon.

Regardless of its type, gaining a perk permanently unlocks its bonus, e.g. gaining Lifegiver increases the number of hit points your character has forever. 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 s/he wishes to gain a perk when given the possibility; no system exists to randomly select a perk should no decision be made by the player.

It is important to note that omitting to choose a perk at a given level results in its loss if then another level is reached such that it would normally allow your character to choose a perk additional to that which you decided not to acquire when given the option.

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 is. Requirements may vary for different ranks of a perk, usually the higher the rank, the higher the skill/level requirements that must be met prior to acquiring it are.

Note: When determining what perks can be gained by a player, the game checks his/her nominal statistics. It is therefore impossible for a character whose base Strength is 5 to take a perk requiring at least 6 points of Strength, for example, even if s/he temporarily gains a point of Strength by using a strength-enhancing drug prior to opening the perk selection window or initiating a dialogue with an NPC.


[edit] Table of Perks

Support perks are marked with an asterisk; weapon perks are excluded.

Name Rank/number of ranks Required level Other requirements Bonus
Action Boy 1/2 12 Agility ≥ 6 +1 to Action Points
Action Boy 2/2 15 Agility ≥ 6 +1 to Action Points
Adrenaline Rush 1/1 3 Strength ≥ 5 HP loss effects DT's and DR's incremental increase at certain thresholds
Awareness* 1/1 n/a Perception ≥ 6, or Unarmed or Melee Weapons ≥ 100% Hovering the cursor over a critter displays detailed information about it
Best of a Bad Lot* 1/1 n/a Repair ≥ 75% When repairing, any item of condition ≤ 15% is treated as if its condition were equal to 15%
Better Criticals 1/1 12 SG, BG, EW, or Throwing ≥ 175% Much more devastating critical hits
Blessed Are the Weak 1/1 9 First Aid ≥ 125% Ability to heal weakened individuals
Bonus HtH Attacks 1/1 18 Unarmed or Melee Weapons ≥ 180% -1 AP to HtH attack cost
Bonus HtH Damage 1/1 3 Unarmed or Melee Weapons ≥ 75% +7 to melee damage
Bonus HtH Damage+ 1/1 6 Unarmed or Melee Weapons ≥ 100% +15% to critical hit chance for HtH/melee attacks
Bonus Move 1/1 3 Agility ≥ 6 +2 APs that can only be expended for movement in TB combat
Bonus Ranged Damage 1/2 9 SG or BG ≥ 150% +2 to a weapon's damage range when using small or big guns
Bonus Ranged Damage 2/2 12 SG or BG ≥ 175% +2 to the weapon's damage range when using small or big guns
Bonus Rate of Fire 1/1 18 SG, BG, EW or Throwing ≥ 180% -1 AP to ranged attack cost, except if throwing melee-class items
Cautious Nature* 1/1 n/a Perception ≥ 6, Outdoorsman ≥ 100% +3 to Perception when determining placement in random encounters
Dead Man Walking* 1/1 n/a Intelligence ≥ 5, Doctor ≥ 50% Doubled negative HP capacity
Demolition Expert* 1/1 n/a Traps ≥ 125% No unwanted explosions and extra damage for the wanted ones
Dismantler* 1/1 n/a Science ≥ 150% Doubled amount of resources received from dismantling items
Dodger 1/1 12 Agility ≥ 8 +20 to AC
Dodger+ 1/1 15 Agility ≥ 10 +40 to AC
Earlier Sequence 1/1 3 Perception ≥ 5 +2 to Sequence
Educated* 1/1 n/a Intelligence ≥ 8, Science ≥ 100% +2 to SP per level
Even More Criticals 1/1 6 SG, BG, EW or Throwing ≥ 125% +10% to critical hit chance
Even Tougher 1/1 9 Endurance ≥ 6 +3 to DT, +10 to DR
Explorer* 1/1 n/a Outdoorsman ≥ 150 Faster world map travelling
Faster Healing* 1/1 n/a Intelligence ≥ 6, Doctor ≥ 75% +5 to healing rate
Fast Reload 1/1 6 SG or BG ≥ 125% Reloading cost reduced by 1 AP
Gain Agility 1/1 12 Agility ≤ 9 +1 to Agility
Gain Charisma 1/1 12 Charisma ≤ 9 +1 to Charisma
Gain Endurance 1/1 12 Endurance ≤ 9 +1 to Endurance
Gain Intelligence 1/1 12 Intelligence ≤ 9 +1 to Intelligence
Gain Luck 1/1 12 Luck ≤ 9 +1 to Luck
Gain Perception 1/1 12 Perception ≤ 9 +1 to Perception
Gain Strength 1/1 12 Strength ≤ 9 +1 to Strength
Gecko Skinning* 1/1 n/a Outdoorsman ≥ 50% Ability to skin geckos
Ghost 1/1 12 Sneak ≥ 150% +30 bonus to Sneak when within 5 hexes from a wall
Harmless* 1/1 n/a Charisma ≥ 6, Steal ≥ 125% Halved reputation loss when stealing
Healer 1/1 3 First Aid ≥ 75% +15-30 to hit points healed using First Aid
Healer+ 1/1 6 First Aid ≥ 100% +20-40 to hit points healed using First Aid
Heave Ho! 1/1 6 Throwing ≥ 100% +1 to Strength when calculating how far you can throw
Heave Ho!! 1/1 9 Throwing ≥ 150% +1 to Strength when calculating how far you can throw
Hit the Gaps 1/1 12 Unarmed or Melee Weapons ≥ 150% -25% to your target's armor's critical modifiers
HtH Criticals 1/1 15 Unarmed or Melee Weapons ≥ 175% Power of criticals increased by 25% when unarmed or using melee weapons
HtH Evade 1/1 6 Unarmed or Melee Weapons ≥ 75% +20 to AC when both item slots are empty
HtH Evade+ 1/1 9 Unarmed or Melee Weapons ≥ 150% +40 to AC when both item slots are empty
In Your Face! 1/1 9 Unarmed or Melee Weapons ≥ 125% Attackers' chance to hit you drops significantly if s/he is standing on a hex next to yours
Iron Grip 1/1 12 Strength ≥ 8 Reduced chance of dropping a weapon or having an arm crippled when hit
Lifegiver 1/3 12 Endurance ≥ 5 +20 to hit points
Lifegiver 2/3 15 Endurance ≥ 6 +30 to hit points
Lifegiver 3/3 18 Endurance ≥ 7 +40 to hit points
Light Step* 1/1 n/a Traps ≥ 50% Chance to set off a trap reduced by 50%
Livewire 1/1 3 Agility ≥ 6 Doubled AC derived from Agility
Living Anatomy 1/1 12 First Aid ≥ 150% +5 to damage when attacking living organisms, better luck when using First Aid
Magnetic Personality* 1/1 n/a Speech ≥ 100% +50 to party points, +1 to maximum party size
Man of Steel 1/1 15 Endurance ≥ 8 Increased resistance to critical hits
Master Thief* 1/1 n/a Steal ≥ 150% Stealing cooldown reduced by 50%
Medic 1/1 15 First Aid ≥ 175% Healing cooldowns reduced by 50%
More Critical 1/1 3 SG, BG, EW or Throwing ≥ 100% +5% to critical hit chance
More Ranged Damage 1/1 15 SG, BG, EW or Throwing ≥ 200% +3 to a weapon's damage range when using small or big guns
Mr. Fixit* 1/1 n/a Repair ≥ 150% Repairing items is easier
Negotiator* 1/1 n/a Barter ≥ 150% Reputation lower than neutral is upgraded to neutral when talking to NPCs
Pack Rat 1/1 3 Intelligence ≥ 6 You can carry more
Pathfinder* 1/1 n/a Outdoorsman ≥ 175% 15% faster world map travelling
Pickpocket* 1/1 n/a Steal ≥ 175% Easier stealing
Pyromaniac 1/2 9 BG ≥ 100% +20 to damage when using fire-based weaponry
Pyromaniac 2/2 15 BG ≥ 150% +20 to damage when using fire-based weaponry
Quick Pockets 1/1 3 Agility ≥ 5 (Un)equipping/picking up items is done at half its normal AP cost
Quick Recovery 1/1 3 Agility ≥ 6 Recovering from knock downs/knock outs costs significantly fewer APs than it normally would
Rad Resistance* 1/1 n/a Intelligence ≥ 7, Doctor ≥ 100% +30% to radiation resistance, +20% to poison resistance
Ranger* 1/1 n/a Outdoorsman ≥ 100% Ability to craft several new items, a safe house instead of a tent
Right between the Eyes 1/1 15 SG, BG, EW, or Throwing ≥ 200% -50% to your target's helmet's critical modifiers
Scout* 1/1 n/a Outdoorsman ≥ 150% Faster revealing of the covered areas of the world map
Sex Appeal* 1/1 n/a Speech ≥ 75% +250 to reputation when interacting with the opposite sex
Sharpshooter 1/1 9 SG, BG, EW, or Throwing ≥ 150% +2 to Perception when determining how far you can see, +8% to your chance to hit
Silent Death 1/1 15 Sneak ≥ 175% Attacking a critter from behind always causes a critical hit when unarmed, using melee weapons, throwing grenades or firing one-handed guns.
Silent Running 1/1 6 Sneak ≥ 100% No penalty for running while in sneak mode
Snakeater* 1/1 n/a Endurance ≥ 6, Outdoorsman ≥ 75% +25 to poison resistance
Speaker* 1/1 n/a Speech ≥ 125% Your followers' loyalty decreases at half the normal rate
Spray and Pray 1/1 6 SG, BG, EW, or Throwing ≥ 125% Your target's armor's critical modifiers are ignored
Stealth Girl* 1/1 n/a Sneak ≥ 100%, Repair ≥ 100% Doubled stealth boy's battery life
Stonewall 1/1 9 Strength ≥ 6 Better chance of avoiding knock-downs and knock-outs
Strong Back 1/1 6 Endurance ≥ 6 +22 to carry weight capacity
Swift Learner* 1/1 n/a Intelligence ≥ 6, Science ≥ 50% +10% to all your experience point gains
Thief* 1/1 n/a Steal ≥ 100% Luck/50 chance of no cooldown if a stealing attempt has failed
Toughness 1/1 6 Endurance ≥ 4 +2 to DT, +5 to DR
Treasure Hunter* 1/1 n/a Lockpick ≥ 150% Additional items spawn in lockers in random encounters
Tree Trunk Thighs 1/1 6 Endurance ≥ 6 Leg shots are much less likely to knock you down
Weapon Handling 1/1 3 SG or BG ≥ 100% +2 to Strength when calculating chance to hit

[edit] Table of Weapon Perks

Name Bonus
Accurate Chance to hit increased by 20
Fast Reload -1 to reloading cost
Flameboy More violent death animations
Knockback When hit, your opponents are likely to be knocked back
Long Range Doubled bonus from Perception when calculating chance to hit
Penetrate Target's DT reduced to 33% of its normal value
Scoped +32 to hit chance at the range of 8 or more hexes. At the range of 7 or fewer hexes the hit chance drops to 5%
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