Perks
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==Table of Perks== | ==Table of Perks== | ||
− | [[Support]] | + | [[Support perks]] are marked with an asterisk; [[weapon perks]] are excluded. |
{| class="wikitable sortable" border="1" | {| class="wikitable sortable" border="1" | ||
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| 3 | | 3 | ||
| [[Unarmed]] or [[Melee Weapons]] ≥ 75% | | [[Unarmed]] or [[Melee Weapons]] ≥ 75% | ||
− | | +7 to | + | | +7 to melee damage |
|- | |- | ||
| [[Bonus HtH Damage+]] | | [[Bonus HtH Damage+]] | ||
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| 9 | | 9 | ||
| [[Unarmed]] or [[Melee Weapons]] ≥ 125% | | [[Unarmed]] or [[Melee Weapons]] ≥ 125% | ||
− | | Attackers' [[chance to hit]] you drops significantly if s/he is standing on a | + | | Attackers' [[chance to hit]] you drops significantly if s/he is standing on a hex next to yours |
|- | |- | ||
| [[Iron Grip]] | | [[Iron Grip]] | ||
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| 15 | | 15 | ||
| [[First Aid]] ≥ 175% | | [[First Aid]] ≥ 175% | ||
− | | | + | | Healing [[cooldowns]] reduced by 50% |
|- | |- | ||
| [[More Critical]] | | [[More Critical]] | ||
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| n/a | | n/a | ||
| [[Intelligence]] ≥ 7, Doctor ≥ 100% | | [[Intelligence]] ≥ 7, Doctor ≥ 100% | ||
− | | +30% to [[radiation resistance]], +20% to [[poison | + | | +30% to [[radiation resistance]], +20% to [[poison]] resistance |
|- | |- | ||
| [[Ranger]]* | | [[Ranger]]* | ||
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| n/a | | n/a | ||
| [[Endurance]] ≥ 6, [[Outdoorsman]] ≥ 75% | | [[Endurance]] ≥ 6, [[Outdoorsman]] ≥ 75% | ||
− | | +25 to [[poison | + | | +25 to [[poison]] resistance |
|- | |- | ||
| [[Speaker]]* | | [[Speaker]]* | ||
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|- | |- | ||
| [[Scoped]] | | [[Scoped]] | ||
− | | +32 to [[hit chance]] at the | + | | +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%. |
|- | |- | ||
|} | |} |
Revision as of 16:59, 24 January 2012
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.
To learn more about perks, see:
- Category:Perks for Player perks
- Category:Weapon perks for Weapon perks
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 | +10% DR when health drops to a value ≤ 50% of its total value |
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 HPs 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 | BG or SG ≥ 125% | Reloading cost reduced to 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 an attackee's armor's critical modifiers |
HtH Criticals | 1/1 | 15 | Unarmed or Melee Weapons ≥ 175% | Increased critical hit chance 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% | +20 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% | +2 to damage when attacking living organisms, better luck when using First Aid |
Magnetic Personality* | 1/1 | n/a | Speech ≥ 100% | +50 to party points |
Man of Steel | 1/1 | 15 | Endurance ≥ 8 | Increased resistance to critical hits |
Master Thief* | 1/1 | n/a | Steal ≥ 150% | Stealing and lockpicking cooldowns 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 or BG ≥ 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 | +8 to carry weight capacity |
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 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% | "Helmets are no protection against you" |
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 or BG ≥ 125% | Attackee'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 less much likely to knock you down |
Weapon Handling | 1/1 | 3 | SG or BG ≥ 100% | +2 to Strength when calculating chance to hit |
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%. |