Perks

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Some informations on this page may be outdated due to changes in the game.


Note: Perks have been updated and devided into two groups. Level Perks, which you receive as usual after gaining levels. And Support Perks which can be learned after meeting requirements and talking to the respective teacher.


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.

For more details about the existing perks, see:

The number of ranks in a Perk is equal to the number of times you can take the perk.

Table of Perks

Name Level Other Requirements Effect Ranks
Action Boy 12 AG 5 +1 to AP 2
Adrenaline Rush 6 ST < 10 +1 to ST when less than 50% HP 1
Awareness 3 PE 5 Detailed info about examined critters 1
Better Criticals 9 PE 6, LK 6, AG 4 +20% on critical hit table 1
Bonus HtH Attacks 15 AG 6 HtH attacks cost 1 less AP 1
Bonus HtH Damage 3 AG 6, ST 6 +2 to HtH Damage 3
Bonus Move 6 AG 5 +2 AP to total AP for movement 2
Bonus Ranged Damage 6 AG 6, LK 6 +2 to Ranged Damage 2
Bonus Rate of Fire 15 AG 7, IN 6, PE 6 Ranged weapon attacks cost 1 AP less 1
Cautious Nature 3 PE 6 +3 to PE when determining placement in encounters 1
Demolition Expert 9 AG 4, Traps 75% Extra damage and no failures with explosives 1
Dodger 9 AG 6 +5 to AC 1
Earlier Sequence 3 PE 6 +2 to Sequence 3
Educated 6 IN 6 +2 skill points when you gain a level 3
Explorer 9 None Higher chance to find special encounters 1
Faster Healing 3 EN 6 +2 to Healing Rate 3
Gain Agility 12 AG < 10 +1 to Agility 1
Gain Charisma 12 CH < 10 +1 to Charisma 1
Gain Endurance 12 EN < 10 +1 to Endurance 1
Gain Intelligence 12 IN < 10 +1 to Intelligence 1
Gain Luck 12 LK < 10 +1 to Luck 1
Gain Perception 12 PE < 10 +1 to Perception 1
Gain Strength 12 ST < 10 +1 to Strength 1
Gambler 6 Gambling 50% +20% to Gambling 1
Ghost 6 Sneak 60% +30% to Sneak in dark conditions 1
Harmless 6 Steal 50% +40% to Steal 1
Healer 3 PE 7, AG 6, IN 5, First Aid 40% +4-10 HP healed when using First Aid 2
Heave Ho! 6 None +2 ST when determining throwing range 3
HtH Evade 12 Unarmed 75% Additional bonus to AC at the end of turn 1
Karma Beacon 9 CH 6 Karma * 2 for NPC reactions and modifiers 1
Lifegiver 12 EN 4 +4 to HP every level 2
Light Step 9 AG 5, LK 5 Less chance to set off a trap 1
Living Anatomy 12 Doctor 60% +10% to Doctor, +5 to damage to living creatures^ 1
Magnetic Personality 6 CH < 10 1 extra slot in companion limit 1
Master Thief 12 Steal 50%, Lock pick 50% +20% to Stealing and Lock picking 1
Medic 12 First aid 40%, Doctor 40% +10% to First Aid and Doctor^ 1
More Critical 6 LK 6 +5% to Critical Chance 3
Mr. Fixit 12 Repair 40%, Science 40% +10% to Repair and Science 1
Negotiator 6 Speech 50%, Barter 50% +10% to Barter and Speech 1
Pack Rat 6 None +22 kg to Carry weight 1
Pathfinder 6 EN 6, Outdoorsman 40% Travel time reduced by 25% 2
Pickpocket 15 AG 8, Steal 80% Ignore size and facing modifiers when stealing 1
Pyromaniac 9 Big Guns 75% Extra damage with fire-based weapons 1
Quick Pockets 3 AG 5 Inventory actions cost 2x less AP 1
Quick Recovery 3 AG 5 Quick recovery from knock down 1
Rad Resistance 6 EN 6, IN 4 +15% to Radiation Resistance 2
Ranger 6 PE 6 +15% to Outdoorsman 1
Salesman 6 Barter 50% +40% to Barter 1
Scout 3 PE 7 +1 to view range on World map 1
Sharpshooter 9 PE 7, IN 6 +2 to PE for determining range 1
Silent Death 18 AG 10, Sneak 80%, Unarmed 80% 2x damage to HtH attacks from behind 1
Silent Running 6 AG 6, Sneak 50% Ability to sneak and run at the same time 1
Slayer 24 (not available) AG 8, ST 8, Unarmed 80% All HtH hits are critical 1
Snakeater 6 EN 3 +25% to Poison Resistance 2
Sniper 24 (not available) AG 8, PE 8, Small Guns 80% All ranged hits are critical if successful Luck roll 1
Speaker 9 Speech 50% +20% to Speech 1
Stonewall 3 ST 6 Less chance to be knocked down 1
Strong Back 3 ST 6, EN 6 +22 kg to Carry weight 3
Survivalist 3 EN 6, IN 6, Outdoorsman 40% +25% to Outdoorsman 3
Swift Learner 3 IN 4 +5% to every XP gain 3
Thief 3 None +10% to Sneak, Lock pick, Steal, and Traps 1
Toughness 3 EN 6, LK 6 +5% to DR and +2 to DT 2
Weapon Handling 12 AG 5 +3 to ST for weapon handling Strength checks 1

For perks marked with ^, see perk page for information as these stats may be incorrect or bugged.

Table of Special Perks

Name Requirements Effect
Child Killer You must kill children (under-age) Some children will have different dialogue
Slaver You must join Slavery business by talking to Metzger in Den You can catch and enslave NPCs

Table of Weapon Perks

Name Effect
Accurate Accurate is a weapon perk which increases the chance to hit by 20%.
Fast reload With this ability your weapon can be reloaded for 1 Action Point less than usual.
Knockback Ability of weapon to knock down and push over ground your target.
Long Range It changes the chance to hit formula to (Perception-2)x16% instead of (Perception-2)x8%. In easy language, you have a much better chance to hit your target, using any weapon which has this perk.
Penetrate Penetrate is ammunition ability or weapon perk which modify targets DT by dividing it by 3 (rounding down), so it allows to inflict more damage to armored opponents. AP type ammunition have same effect like Penetrate.
Scoped Scoped is a weapon perk which adds +32% bonus to hit chance at a range of 8 or more hexes. At a range of 7 or less hexes the hit chance drops to 5%.
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