Perks

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(Note about page beeing outdated and links to new perks.)
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Perks comprise three categories: level perks, support perks and weapon perks.  
|[[Image:Broken Computer.png|40px]]
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|<strong>Warning</strong><br />Some informations on this page may be outdated due to changes in the game.
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{{#ifexist:{{FULLPAGENAME}}/Update|You may also want to check [[{{FULLPAGENAME}}/Update|this page]] to see (planned) changes.|}}
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|}
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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. 
  
'''Note:''' Perks have been updated and devided into two groups. [http://fonline2238.net/forum/index.php?topic=20005.msg167479#msg167479 Level Perks], which you receive as usual after gaining levels. And [http://fonline2238.net/forum/index.php?topic=20005.msg167480#msg167480 Support Perks] which can be learned after meeting requirements and talking to the respective teacher.
+
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.
  
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.
+
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.
  
For more details about the existing perks, see:
+
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:Perks]] for Player perks
 
* [[:Category:Weapon perks]] for Weapon perks
 
* [[:Category:Weapon perks]] for Weapon perks
  
The number of ranks in a Perk is equal to the number of times you can take the perk.
 
  
 
==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
+
+10% DR when health drops to a value ≤ 50% of its total value
|  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
+
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 chance for HtH/melee attacks
|  2
+
|-
 +
[[Bonus Move]]
 +
|  1/1
 +
|  3
 +
|  Agility ≥ 6
 +
|  +2 APs 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
+
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 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]]
 
|  [[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]]
+
|  [[Educated]]*
 +
|  1/1
 +
|  n/a
 +
|  Intelligence ≥ 8, Science ≥ 100%
 +
|  +2 to SP per level
 +
|-
 +
|  [[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
 +
|  BG or SG ≥ 125%
 +
|  Reloading cost reduced to 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
|  +30% 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
+
|  +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 an attackee's armor's critical modifiers
|  1
+
 
|-
 
|-
|  [[Karma Beacon]]
+
|  [[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
 
|  9
CH 6
+
Unarmed or Melee Weapons ≥ 150%
Karma * 2 for NPC reactions and modifiers
+
+20 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%
|  +10% to Doctor, +5 to damage to living creatures^
+
|  +2 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
 
|-
 
|-
|  [[Master Thief]]
+
|  [[Man of Steel]]
12
+
|  1/1
Steal 50%, Lock pick 50%
+
|  15
+20% to Stealing and Lock picking
+
|  Endurance ≥ 8
1
+
|  Increased resistance to critical hits
 +
|-
 +
|  [[Master Thief]]*
 +
1/1
 +
n/a
 +
Steal ≥ 150%
 +
Stealing and lockpicking cooldowns 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
+
1/1
Repair 40%, Science 40%
+
15
+10% to Repair and Science
+
SG or BG ≥ 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
+
+8 to carry weight capacity
 
|-
 
|-
|  [[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 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
+
"Helmets are no protection against you"
 
|-
 
|-
|  [[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, +7% 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]]
+
|  [[Snake Eater]]*
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 or BG ≥ 125%
|  +25% to Poison Resistance
+
Attackee'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
+
|  +30 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
 
|-
 
|-
|  [[Weapon Handling]]
+
|  [[Treasure Hunter]]
12
+
1/1
AG 5
+
n/a
+3 to ST for weapon handling Strength checks
+
Lockpick ≥ 150%
1
+
Additional items spawn in lockers in random encounters
 
|-
 
|-
|}
+
| [[Tree Trunk Thighs]]
 
+
|  1/1
For perks marked with ^, see perk page for information as these stats may be incorrect or bugged.
+
|  6
[[Category:Perks]]
+
|  Endurance ≥ 6
 
+
| Leg shots are less much likely to knock you down
==Table of Special Perks==
+
 
+
 
+
{| class="wikitable sortable" border="1"
+
 
|-
 
|-
!  Name
+
|  [[Weapon Handling]]
!  Requirements
+
1/1
!  Effect
+
3
|-
+
SG or BG ≥ 100%
|  [[Child Killer]]
+
+2 to Strength when calculating chance to hit
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
+
 
|-
 
|-
 
|}
 
|}
Line 436: Line 567:
 
|-
 
|-
 
!  Name
 
!  Name
Effect
+
Bonus
 
|-
 
|-
 
|  [[Accurate]]
 
|  [[Accurate]]
Accurate is a weapon perk which increases the [[chance to hit]] by 20%.
+
|  [[Chance to hit]] increased by 20
 
|-
 
|-
 
|  [[Fast reload]]
 
|  [[Fast reload]]
With this ability your weapon can be reloaded for 1 [[Action Point]] less than usual.
+
-1 to reloading cost
 +
|-
 +
[[Flameboy]]
 +
|  More violent death animations
 
|-
 
|-
 
|  [[Knockback]]
 
|  [[Knockback]]
Ability of weapon to knock down and push over ground your target.
+
When hit, your opponents are likely to be knocked back
 
|-
 
|-
 
|  [[Long Range]]
 
|  [[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.
+
Doubled bonus from perception when calculating chance to hit
 
|-
 
|-
 
|  [[Penetrate]]
 
|  [[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.
+
Target's DT reduced to 33% of its normal value
 
|-
 
|-
 
|  [[Scoped]]
 
|  [[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%.  
+
|  +32 to [[hit chance]] at the [[range]] of 8 or more hexes. At the range of 7 or less hexes the [[hit chance]] drops to 5%.  
 
|-
 
|-
  
 
|}
 
|}

Revision as of 13:23, 23 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:


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 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, +7% 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
Snake Eater* 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 +30 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 less hexes the hit chance drops to 5%.
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