Perks

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Perks are special bonuses the player character can choose every 3rd or every 4th level (it depends if he has [[Skilled]] [[trait]]). Perks can improve existing skills or add new abilities. You can wait one or two levels before choosing a perk, '''but if you won't choose a perk before the next perk will be available, the previous one will be lost!''' Waiting with choosing a perk makes the most sense if you have Skilled trait - you can choose a bit better perks on levels 6, 9, 15 and 18 instead of taking perks immediately on levels 4, 8, 12 and 16.
+
[[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]].
  
For more details about the existing perks, see the [[:Category: Perks]]
 
  
  
 
==Table of Perks==
 
==Table of Perks==
  
 +
[[Support perks]] are marked with an asterisk; [[weapon perks]] are excluded.
  
 
{| class="wikitable sortable" border="1"
 
{| class="wikitable sortable" border="1"
 
|-
 
|-
 
!  Name
 
!  Name
Level
+
Rank/number of ranks
Other Requirements
+
Required level
Effect
+
Other requirements
Ranks
+
Bonus
 
|-
 
|-
 
|  [[Action Boy]]
 
|  [[Action Boy]]
 +
|  1/2
 
|  12
 
|  12
AG 5
+
[[Agility]] ≥ 6
|  +1 to AP
+
|  +1 to [[Action Points]]
|  2
+
 
|-
 
|-
|  [[Adrenaline Rush]]
+
|  [[Action Boy]]
6
+
2/2
ST < 10
+
15
+1 to ST when less than 50% HP
+
[[Agility]] ≥ 6
|  1
+
+1 to [[Action Points]]
 
|-
 
|-
|  [[Awareness]]
+
|  [[Adrenaline Rush]]
 +
|  1/1
 
|  3
 
|  3
PE 5
+
[[Strength]] ≥ 5  
Detailed info about examined critters
+
[[HP]] loss effects [[DT]]'s and [[DR]]'s incremental increase at certain thresholds
|  1
+
|-
 +
|  [[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]]
 
|  [[Better Criticals]]
 +
|  1/1
 +
|  12
 +
|  [[SG]], [[BG]], [[EW]], or [[Throwing]] ≥ 175%
 +
|  Much more devastating [[critical hits]]
 +
|-
 +
|  [[Blessed Are the Weak]]
 +
|  1/1
 
|  9
 
|  9
PE 6, LK 6, AG 4
+
[[First Aid]] ≥ 125%
|  +20% on critical hit table
+
Ability to heal [[weakened]] individuals
1
+
 
|-
 
|-
 
|  [[Bonus HtH Attacks]]
 
|  [[Bonus HtH Attacks]]
15 (broken)
+
1/1
AG 6
+
18
HtH attacks cost 1 less AP
+
[[Unarmed]] or [[Melee Weapons]] ≥ 180%
|  1
+
-1 AP to [[HtH]] attack cost
 
|-
 
|-
 
|  [[Bonus HtH Damage]]
 
|  [[Bonus HtH Damage]]
 +
|  1/1
 
|  3
 
|  3
AG 6, ST 6
+
[[Unarmed]] or [[Melee Weapons]] ≥ 75%
|  +2 to HtH Damage
+
|  +7 to [[melee]] damage
|  3
+
 
|-
 
|-
|  [[Bonus Move]]
+
|  [[Bonus HtH Damage+]]
 +
|  1/1
 
|  6
 
|  6
AG 5
+
[[Unarmed]] or [[Melee Weapons]] ≥ 100%
|  +2 AP to total AP for movement
+
|  +15% to [[critical hit chance]] for HtH/[[melee]] attacks
|  2
+
|-
 +
[[Bonus Move]]
 +
|  1/1
 +
|  3
 +
|  [[Agility]] ≥ 6
 +
|  +2 [[AP]]s that can only be expended for movement in [[TB]] combat
 
|-
 
|-
 
|  [[Bonus Ranged Damage]]
 
|  [[Bonus Ranged Damage]]
6
+
1/2
AG 6, LK 6
+
9
|  +2 to Ranged Damage
+
|  [[SG]] or [[BG]] ≥ 150%
|  2
+
|  +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]]
 
|  [[Bonus Rate of Fire]]
15 (broken)
+
1/1
AG 7, IN 6, PE 6
+
18
Ranged weapon attacks cost 1 AP less
+
[[SG]], [[BG]], [[EW]] or [[Throwing]] ≥ 180%
|  1
+
-1 [[AP]] to ranged attack cost, except if throwing melee-class items
 
|-
 
|-
|  [[Cautious Nature]]
+
|  [[Cautious Nature]]*
3
+
1/1
PE 6
+
n/a
|  +3 to PE when determining placement in encounters
+
|  [[Perception]] ≥ 6, [[Outdoorsman]] ≥ 100%
|  1
+
|  +3 to [[Perception]] when determining placement in [[random encounters]]
 
|-
 
|-
|  [[Demolition Expert]]
+
|  [[Dead Man Walking]]*
9
+
|  1/1
AG 4, Traps 75%
+
|  n/a
Extra damage and no failures with explosives
+
|  [[Intelligence]] ≥ 5, [[Doctor]] ≥ 50%
|  1
+
|  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]]
 
|  [[Dodger]]
9
+
1/1
AG 6
+
12
|  +5 to AC
+
|  [[Agility]] ≥ 8
|  1
+
|  +20 to [[AC]]
 +
|-
 +
|  [[Dodger+]]
 +
|  1/1
 +
|  15
 +
|  [[Agility]] ≥ 10
 +
|  +40 to [[AC]]
 
|-
 
|-
 
|  [[Earlier Sequence]]
 
|  [[Earlier Sequence]]
 +
|  1/1
 
|  3
 
|  3
PE 6
+
[[Perception]] ≥ 5
|  +2 to Sequence
+
|  +2 to [[Sequence]]
3
+
|-
 +
[[Educated]]*
 +
|  1/1
 +
|  n/a
 +
|  [[Intelligence]] ≥ 8, [[Science]] ≥ 100%
 +
|  +2 to [[SP]] per [[level]]
 
|-
 
|-
|  [[Educated]]
+
|  [[Even More Criticals]]
 +
|  1/1
 
|  6
 
|  6
IN 6
+
[[SG]], [[BG]], [[EW]] or [[Throwing]] ≥ 125%
|  +2 skill points when you gain a level
+
|  +10% to [[critical hit chance]]
|  3
+
 
|-
 
|-
|  [[Explorer]]
+
|  [[Even Tougher]]
 +
|  1/1
 
|  9
 
|  9
None
+
[[Endurance]] ≥ 6
Higher chance to find special encounters
+
+3 to [[DT]], +10 to [[DR]]
|  1
+
 
|-
 
|-
|  [[Faster Healing]]
+
|  [[Explorer]]*
3
+
|  1/1
EN 6
+
|  n/a
|  +2 to Healing Rate
+
|  [[Outdoorsman]] ≥ 150
3
+
|  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]]
 
|  [[Gain Agility]]
 +
|  1/1
 
|  12
 
|  12
AG < 10
+
[[Agility]] ≤ 9
|  +1 to Agility
+
|  +1 to [[Agility]]
|  1
+
 
|-
 
|-
 
|  [[Gain Charisma]]
 
|  [[Gain Charisma]]
 +
|  1/1
 
|  12
 
|  12
CH < 10
+
[[Charisma]] ≤ 9
|  +1 to Charisma
+
|  +1 to [[Charisma]]
|  1
+
 
|-
 
|-
 
|  [[Gain Endurance]]
 
|  [[Gain Endurance]]
 +
|  1/1
 
|  12
 
|  12
EN < 10
+
[[Endurance]] ≤ 9
|  +1 to Endurance
+
|  +1 to [[Endurance]]
|  1
+
 
|-
 
|-
 
|  [[Gain Intelligence]]
 
|  [[Gain Intelligence]]
 +
|  1/1
 
|  12
 
|  12
IN < 10
+
[[Intelligence]] ≤ 9
|  +1 to Intelligence
+
|  +1 to [[Intelligence]]
|  1
+
 
|-
 
|-
 
|  [[Gain Luck]]
 
|  [[Gain Luck]]
 +
|  1/1
 
|  12
 
|  12
LK < 10
+
[[Luck]] ≤ 9
|  +1 to Luck
+
|  +1 to [[Luck]]
|  1
+
 
|-
 
|-
 
|  [[Gain Perception]]
 
|  [[Gain Perception]]
 +
|  1/1
 
|  12
 
|  12
PE < 10
+
[[Perception]] ≤ 9
|  +1 to Perception
+
|  +1 to [[Perception]]
|  1
+
 
|-
 
|-
 
|  [[Gain Strength]]
 
|  [[Gain Strength]]
 +
|  1/1
 
|  12
 
|  12
ST < 10
+
[[Strength]] ≤ 9
|  +1 to Strength
+
|  +1 to [[Strength]]
|  1
+
 
|-
 
|-
|  [[Gambler]]
+
|  [[Gecko Skinning]]*
6
+
1/1
Gambling 50%
+
n/a
+20% to Gambling
+
[[Outdoorsman]] ≥ 50%
1
+
Ability to skin geckos
 
|-
 
|-
 
|  [[Ghost]]
 
|  [[Ghost]]
6
+
1/1
|  Sneak 60%
+
12
|  +20% to Sneak in dark conditions 
+
|  [[Sneak]] ≥ 150%
|  1
+
|  +30 bonus to [[Sneak]] when within 5 hexes from a wall
 
|-
 
|-
|  [[Harmless]]
+
|  [[Harmless]]*
6
+
1/1
Steal 50%
+
n/a
+40% to Steal
+
[[Charisma]] ≥ 6, [[Steal]] ≥ 125%
1
+
Halved [[reputation]] loss when [[stealing]]
 
|-
 
|-
 
|  [[Healer]]
 
|  [[Healer]]
 +
|  1/1
 
|  3
 
|  3
PE 7, AG 6, IN 5, First Aid 40%  
+
[[First Aid]] ≥ 75%
|  +4-10 HP healed when using First Aid or Doctor
+
|  +15-30 to hit points healed using [[First Aid]]
2
+
|-
 +
[[Healer+]]
 +
|  1/1
 +
|  6
 +
|  [[First Aid]] ≥ 100%
 +
|  +20-40 to hit points healed using [[First Aid]]
 
|-
 
|-
 
|  [[Heave Ho!]]
 
|  [[Heave Ho!]]
 +
|  1/1
 
|  6
 
|  6
None
+
[[Throwing]] ≥ 100%
|  +2 ST when determining throwing range
+
|  +1 to [[Strength]] when calculating how far you can throw
|  3
+
 
|-
 
|-
|  [[HtH Evade]]
+
|  [[Heave Ho!!]]
 +
|  1/1
 +
|  9
 +
|  [[Throwing]] ≥ 150%
 +
|  +1 to [[Strength]] when calculating how far you can throw
 +
|-
 +
|  [[Hit the Gaps]]
 +
|  1/1
 
|  12
 
|  12
|  Unarmed 75%
+
[[Unarmed]] or [[Melee Weapons]] ≥ 150%
Additional bonus to AC at the end of turn
+
-25% to your target's armor's critical modifiers
|  1
+
|-
 +
|  [[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
 
|-
 
|-
|  [[Karma Beacon]]
+
|  [[HtH Evade+]]
 +
|  1/1
 
|  9
 
|  9
CH 6
+
[[Unarmed]] or [[Melee Weapons]] ≥ 150%
Karma * 2 for NPC reactions and modifiers
+
+40 to [[AC]] when both item slots are empty
|  1
+
|-
 +
|  [[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]]
 
|  [[Lifegiver]]
 +
|  1/3
 
|  12
 
|  12
EN 4
+
[[Endurance]] ≥ 5
|  +4 to HP every level
+
|  +20 to [[hit points]]
|  2
+
 
|-
 
|-
|  [[Light Step]]
+
|  [[Lifegiver]]
9
+
|  2/3
AG 5, LK 5
+
|  15
Less chance to set off a trap
+
|  [[Endurance]] ≥ 6
|  1
+
|  +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]]
 
|  [[Living Anatomy]]
 +
|  1/1
 
|  12
 
|  12
Doctor 60%
+
[[First Aid]] ≥ 150%
+20% to Doctor, +5 to damage to living creatures
+
|  +5 to [[damage]] when attacking living organisms, better luck when using [[First Aid]]
|  1
+
 
|-
 
|-
|  [[Magnetic Personality]]
+
|  [[Magnetic Personality]]*
6
+
1/1
CH < 10
+
n/a
1 extra slot in companion limit
+
[[Speech]] ≥ 100%
|  1
+
+50 to [[party points]], +1 to maximum [[party size]]
 
|-
 
|-
|  [[Master Thief]]
+
|  [[Man of Steel]]
12
+
|  1/1
Steal 50%, Lock pick 50%
+
|  15
+15% to Stealing and Lock picking
+
|  [[Endurance]] ≥ 8
1
+
|  Increased resistance to [[critical hits]]
 +
|-
 +
|  [[Master Thief]]*
 +
1/1
 +
n/a
 +
[[Steal]] ≥ 150%
 +
[[Stealing]] [[cooldown]] reduced by 50%
 
|-
 
|-
 
|  [[Medic]]
 
|  [[Medic]]
12
+
1/1
First aid 40%, Doctor 40%
+
15
+10% to First Aid and Doctor
+
[[First Aid]] ≥ 175%
1
+
Healing [[cooldowns]] reduced by 50%
 
|-
 
|-
 
|  [[More Critical]]
 
|  [[More Critical]]
6
+
1/1
|  LK 6
+
|  +5% to Critical Chance
+
 
|  3
 
|  3
 +
|  [[SG]], [[BG]], [[EW]] or [[Throwing]] ≥ 100%
 +
|  +5% to [[critical hit chance]]
 
|-
 
|-
|  [[Mr. Fixit]]
+
|  [[More Ranged Damage]]
12 (not available)
+
1/1
Repair 40%, Science 40%
+
15
+10% to Repair and Science
+
[[SG]], [[BG]], [[EW]] or [[Throwing]] ≥ 200%
1
+
+3 to a weapon's damage range when using small or big guns
 
|-
 
|-
|  [[Negotiator]]
+
|  [[Mr. Fixit]]*
6
+
1/1
Speech 50%, Barter 50%
+
n/a
+10% to Barter and Speech
+
[[Repair]] ≥ 150%
|  1
+
|  [[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]]
 
|  [[Pack Rat]]
6
+
1/1
None
+
3
+22 kg to Carry weight
+
[[Intelligence]] ≥ 6
1
+
You can carry more
 
|-
 
|-
|  [[Pathfinder]]
+
|  [[Pathfinder]]*
6
+
1/1
EN 6, Outdoorsman 40%
+
n/a
Travel time reduced by 25%
+
[[Outdoorsman]] ≥ 175%
2
+
15% faster world map travelling
 
|-
 
|-
|  [[Pickpocket]]
+
|  [[Pickpocket]]*
15
+
1/1
AG 8, Steal 80%
+
n/a
Ignore size and facing modifiers when stealing
+
[[Steal]] ≥ 175%
1
+
Easier [[stealing]]
 
|-
 
|-
 
|  [[Pyromaniac]]
 
|  [[Pyromaniac]]
 +
|  1/2
 
|  9
 
|  9
Big Guns 75%
+
[[BG]] ≥ 100%
Extra damage with fire-based weapons
+
+20 to damage when using fire-based weaponry
1
+
|-
 +
[[Pyromaniac]]
 +
|  2/2
 +
|  15
 +
|  [[BG]] ≥ 150%
 +
|  +20 to damage when using fire-based weaponry
 
|-
 
|-
 
|  [[Quick Pockets]]
 
|  [[Quick Pockets]]
 +
|  1/1
 
|  3
 
|  3
AG 5
+
[[Agility]] ≥ 5
Inventory actions cost 2x less AP
+
(Un)equipping/picking up items is done at half its normal [[AP]] cost
|  1
+
 
|-
 
|-
 
|  [[Quick Recovery]]
 
|  [[Quick Recovery]]
 +
|  1/1
 
|  3
 
|  3
AG 5
+
[[Agility]] ≥ 6
Quick recovery from knock down
+
Recovering from knock downs/knock outs costs significantly fewer [[APs]] than it normally would
|  1
+
 
|-
 
|-
|  [[Rad Resistance]]
+
|  [[Rad Resistance]]*
6
+
1/1
EN 6, IN 4
+
n/a
+15% to Radiation Resistance
+
[[Intelligence]] ≥ 7, [[Doctor]] ≥ 100%
2
+
+30% to [[radiation resistance]], +20% to [[poison]] resistance
 
|-
 
|-
|  [[Ranger]]
+
|  [[Ranger]]*
6
+
1/1
PE 6
+
n/a
+15% to Outdoorsman
+
[[Outdoorsman]] ≥ 100%
1
+
Ability to craft several new items, a [[safe house]] instead of a [[tent]]
 
|-
 
|-
|  [[Salesman]]
+
|  [[Right between the Eyes]]
6
+
1/1
Barter 50%
+
15
+40% to Barter
+
[[SG]], [[BG]], [[EW]], or [[Throwing]] ≥ 200%
1
+
-50% to your target's helmet's critical modifiers
 
|-
 
|-
|  [[Scout]]
+
|  [[Scout]]*
3
+
1/1
PE 7
+
n/a
+1 to view range on World map
+
[[Outdoorsman]] ≥ 150%
|  1
+
|  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]]
 
|  [[Sharpshooter]]
 +
|  1/1
 
|  9
 
|  9
PE 7, IN 6
+
[[SG]], [[BG]], [[EW]], or [[Throwing]] ≥ 150%
|  +2 to PE for determining range
+
|  +2 to [[Perception]] when determining how far you can see, +8% to your [[chance to hit]]
|  1
+
 
|-
 
|-
 
|  [[Silent Death]]
 
|  [[Silent Death]]
18
+
1/1
AG 10, Sneak 80%, Unarmed 80%
+
15
2x damage to HtH attacks from behind
+
|  [[Sneak]] ≥ 175%
|  1
+
Attacking a critter from behind always causes a [[critical hit]] when unarmed, using melee weapons, throwing grenades or firing one-handed guns.
 
|-
 
|-
 
|  [[Silent Running]]
 
|  [[Silent Running]]
 +
|  1/1
 
|  6
 
|  6
AG 6, Sneak 50%
+
[[Sneak]] ≥ 100%
Ability to sneak and run at the same time
+
No penalty for running while in sneak mode
|  1
+
 
|-
 
|-
|  [[Slayer]]
+
|  [[Snakeater]]*
24 (not available)
+
1/1
AG 8, ST 8, Unarmed 80%
+
n/a
All HtH hits are critical
+
[[Endurance]] ≥ 6, [[Outdoorsman]] ≥ 75%
1
+
+25 to [[poison]] resistance
 
|-
 
|-
|  [[Snakeater]]
+
|  [[Speaker]]*
 +
|  1/1
 +
|  n/a
 +
|  [[Speech]] ≥ 125%
 +
|  Your [[followers]]' loyalty decreases at half the normal rate
 +
|-
 +
|  [[Spray and Pray]]
 +
|  1/1
 
|  6
 
|  6
EN 3
+
[[SG]], [[BG]], [[EW]], or [[Throwing]] ≥ 125%
|  +25% to Poison Resistance
+
Your target's armor's critical modifiers are ignored
2
+
 
|-
 
|-
|  [[Sniper]]
+
|  [[Stealth Girl]]*
24 (not available)
+
1/1
AG 8, PE 8, Small Guns 80%
+
n/a
All ranged hits are critical if successful Luck roll
+
[[Sneak]] ≥ 100%, [[Repair]] ≥ 100%
1
+
Doubled [[stealth boy]]'s battery life
 
|-
 
|-
|  [[Speaker]]
+
|  [[Stonewall]]
 +
|  1/1
 
|  9
 
|  9
|  Speech 50%
+
|  [[Strength]] 6
|  +20% to Speech
+
Better chance of avoiding knock-downs and knock-outs
|  1
+
|-
+
|  [[Stonewall]]
+
|  3
+
|  ST 6
+
Less chance to be knocked down
+
|  1
+
 
|-
 
|-
 
|  [[Strong Back]]
 
|  [[Strong Back]]
3
+
1/1
ST 6, EN 6
+
|  6
|  +22 kg to Carry weight
+
|  [[Endurance]] ≥ 6
|  3
+
|  +22 to [[carry weight]] capacity
 
|-
 
|-
|  [[Survivalist]]
+
|  [[Swift Learner]]*
3
+
1/1
EN 6, IN 6, Outdoorsman 40%
+
n/a
|  +25% to Outdoorsman
+
|  [[Intelligence]] ≥ 6, [[Science]] ≥ 50%
|  3
+
|  +10% to all your [[experience point]] gains
 
|-
 
|-
|  [[Swift Learner]]
+
|  [[Thief]]*
3
+
1/1
IN 4
+
n/a
+5% to every XP gain
+
[[Steal]] ≥ 100%
|  3
+
|  [[Luck]]/50 chance of no [[cooldown]] if a stealing attempt has failed
|-
+
|  [[Thief]]
+
|  3
+
|  None
+
|  +10% to Sneak, Lock pick, Steal, and Traps
+
|  1
+
 
|-
 
|-
 
|  [[Toughness]]
 
|  [[Toughness]]
3
+
1/1
EN 6, LK 6
+
|  6
+5% to DR and +2 to DT
+
[[Endurance]] ≥ 4
2
+
+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]]
 
|  [[Weapon Handling]]
12
+
1/1
AG 5
+
3
+3 to ST for weapon handling Strength checks
+
[[SG]] or [[BG]] ≥ 100%
1
+
+2 to [[Strength]] when calculating [[chance to hit]]
 
|-
 
|-
 
|}
 
|}
  
[[Category:Perks]]
+
==Table of Weapon Perks==
 +
 
 +
 
 +
{| class="wikitable sortable" border="1"
 +
|-
 +
!  Name
 +
!  Bonus
 +
|-
 +
[[Accurate]]
 +
|  [[Chance to hit]] increased by 20
 +
|-
 +
|  [[Fast reload|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%
 +
|-
 +
 
 +
|}

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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