Perks

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Perks comprise three categories: level perks, support perks and weapon perks.  
+
[[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.   
+
[[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.
+
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.
+
[[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.
+
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.
+
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.
+
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.
  
  
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==Table of Perks==
 
==Table of Perks==
  
Support perks are marked with an asterisk; weapon perks are excluded.
+
[[Support]] perks are marked with an asterisk; [[weapon perks]] are excluded.
  
 
{| class="wikitable sortable" border="1"
 
{| class="wikitable sortable" border="1"
Line 34: Line 34:
 
|  1/2
 
|  1/2
 
|  12
 
|  12
|  Agility ≥ 6
+
[[Agility]] ≥ 6
|  +1 to Action Points
+
|  +1 to [[Action Points]]
 
|-
 
|-
 
|  [[Action Boy]]
 
|  [[Action Boy]]
 
|  2/2
 
|  2/2
 
|  15
 
|  15
|  Agility ≥ 6
+
[[Agility]] ≥ 6
|  +1 to Action Points
+
|  +1 to [[Action Points]]
 
|-
 
|-
 
|  [[Adrenaline Rush]]
 
|  [[Adrenaline Rush]]
 
|  1/1
 
|  1/1
 
|  3
 
|  3
|  Strength ≥ 5  
+
[[Strength]] ≥ 5  
|  +10% DR when health drops to a value ≤ 50% of its total value
+
|  +10% [[DR]] when health drops to a value ≤ 50% of its total value
 
|-
 
|-
 
|  [[Awareness]]*
 
|  [[Awareness]]*
 
|  1/1
 
|  1/1
 
|  n/a
 
|  n/a
|  Perception ≥ 6, or Unarmed or Melee Weapons ≥ 100%
+
[[Perception]] ≥ 6, or [[Unarmed]] or [[Melee Weapons]] ≥ 100%
 
|  Hovering the cursor over a critter displays detailed information about it
 
|  Hovering the cursor over a critter displays detailed information about it
 
|-
 
|-
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|  1/1
 
|  1/1
 
|  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]]
 
|  1/1
 
|  1/1
 
|  12
 
|  12
|  SG, BG, EW, or Throwing ≥ 175%
+
[[SG]], [[BG]], [[EW]], or [[Throwing]] ≥ 175%
|  Much more devastating critical hits
+
|  Much more devastating [[critical hits]]
 
|-
 
|-
 
|  [[Blessed Are the Weak]]
 
|  [[Blessed Are the Weak]]
 
|  1/1
 
|  1/1
 
|  9
 
|  9
|  First Aid ≥ 125%
+
[[First Aid]] ≥ 125%
|  Ability to heal weakened individuals
+
|  Ability to heal [[weakened]] individuals
 
|-
 
|-
 
|  [[Bonus HtH Attacks]]
 
|  [[Bonus HtH Attacks]]
 
|  1/1
 
|  1/1
 
|  18
 
|  18
|  Unarmed or Melee Weapons ≥ 180%
+
[[Unarmed]] or [[Melee Weapons]] ≥ 180%
|  -1 AP to HtH attack cost
+
|  -1 AP to [[HtH]] attack cost
 
|-
 
|-
 
|  [[Bonus HtH Damage]]
 
|  [[Bonus HtH Damage]]
 
|  1/1
 
|  1/1
 
|  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+]]
 
|  1/1
 
|  1/1
 
|  6
 
|  6
|  Unarmed or Melee Weapons ≥ 100%
+
[[Unarmed]] or [[Melee Weapons]] ≥ 100%
|  +15% to critical chance for HtH/melee attacks
+
|  +15% to [[critical hit chance]] for HtH/melee attacks
 
|-
 
|-
 
|  [[Bonus Move]]
 
|  [[Bonus Move]]
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|  3
 
|  3
 
|  Agility ≥ 6
 
|  Agility ≥ 6
|  +2 APs that can only be expended for movement in TB combat
+
|  +2 [[AP]]s that can only be expended for movement in [[TB]] combat
 
|-
 
|-
 
|  [[Bonus Ranged Damage]]
 
|  [[Bonus Ranged Damage]]
 
|  1/2
 
|  1/2
 
|  9
 
|  9
|  SG or BG ≥ 150%
+
[[SG]] or [[BG]] ≥ 150%
 
|  +2 to a weapon's damage range when using small or big guns
 
|  +2 to a weapon's damage range when using small or big guns
 
|-
 
|-
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|  2/2
 
|  2/2
 
|  12
 
|  12
|  SG or BG ≥ 175%
+
[[SG]] or [[BG]] ≥ 175%
 
|  +2 to the weapon's damage range when using small or big guns
 
|  +2 to the weapon's damage range when using small or big guns
 
|-
 
|-
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|  1/1
 
|  1/1
 
|  18
 
|  18
|  SG, BG, EW or Throwing ≥ 180%
+
[[SG]], [[BG]], [[EW]] or [[Throwing]] ≥ 180%
 
|  -1 AP to ranged attack cost, except if throwing melee-class items
 
|  -1 AP to ranged attack cost, except if throwing melee-class items
 
|-
 
|-
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|  1/1
 
|  1/1
 
|  n/a
 
|  n/a
|  Perception ≥ 6, Outdoorsman ≥ 100%
+
[[Perception]] ≥ 6, [[Outdoorsman]] ≥ 100%
|  +3 to Perception when determining placement in random encounters
+
|  +3 to [[Perception]] when determining placement in [[random encounters]]
 
|-
 
|-
 
|  [[Dead Man Walking]]*
 
|  [[Dead Man Walking]]*
 
|  1/1
 
|  1/1
 
|  n/a
 
|  n/a
|  Intelligence ≥ 5, Doctor ≥ 50%
+
[[Intelligence]] ≥ 5, [[Doctor]] ≥ 50%
 
|  Doubled negative HPs capacity  
 
|  Doubled negative HPs capacity  
 
|-
 
|-
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|  1/1
 
|  1/1
 
|  n/a
 
|  n/a
|  Science ≥ 150%
+
[[Science]] ≥ 150%
 
|  Doubled amount of resources received from dismantling items
 
|  Doubled amount of resources received from dismantling items
 
|-
 
|-
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|  1/1
 
|  1/1
 
|  12
 
|  12
|  Agility ≥ 8
+
[[Agility]] ≥ 8
|  +20 to AC
+
|  +20 to [[AC]]
 
|-
 
|-
 
|  [[Dodger+]]
 
|  [[Dodger+]]
 
|  1/1
 
|  1/1
 
|  15
 
|  15
|  Agility ≥ 10
+
[[Agility]] ≥ 10
|  +40 to AC
+
|  +40 to [[AC]]
 
|-
 
|-
 
|  [[Earlier Sequence]]
 
|  [[Earlier Sequence]]
 
|  1/1
 
|  1/1
 
|  3
 
|  3
|  Perception ≥ 5
+
[[Perception]] ≥ 5
|  +2 to Sequence
+
|  +2 to [[Sequence]]
 
|-
 
|-
 
|  [[Educated]]*
 
|  [[Educated]]*
 
|  1/1
 
|  1/1
 
|  n/a
 
|  n/a
|  Intelligence ≥ 8, Science ≥ 100%
+
[[Intelligence]] ≥ 8, [[Science]] ≥ 100%
|  +2 to SP per level
+
|  +2 to [[SP]] per [[level]]
 
|-
 
|-
 
|  [[Even More Criticals]]
 
|  [[Even More Criticals]]
 
|  1/1
 
|  1/1
 
|  6
 
|  6
|  SG, BG, EW or Throwing ≥ 125%
+
[[SG]], [[BG]], [[EW]] or [[Throwing]] ≥ 125%
|  +10% to critical hit chance
+
|  +10% to [[critical hit chance]]
 
|-
 
|-
 
|  [[Even Tougher]]
 
|  [[Even Tougher]]
 
|  1/1
 
|  1/1
 
|  9
 
|  9
|  Endurance ≥ 6
+
[[Endurance]] ≥ 6
|  +3 to DT, +10 to DR
+
|  +3 to [[DT]], +10 to [[DR]]
 
|-
 
|-
 
|  [[Explorer]]*
 
|  [[Explorer]]*
 
|  1/1
 
|  1/1
 
|  n/a
 
|  n/a
|  Outdoorsman ≥ 150
+
[[Outdoorsman]] ≥ 150
 
|  Faster world map travelling  
 
|  Faster world map travelling  
 
|-
 
|-
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|  1/1
 
|  1/1
 
|  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%
+
[[BG]] or [[SG]] ≥ 125%
 
|  Reloading cost reduced to 1 AP
 
|  Reloading cost reduced to 1 AP
 
|-
 
|-
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|  1/1
 
|  1/1
 
|  12
 
|  12
|  Agility ≤ 9
+
[[Agility]] ≤ 9
|  +1 to Agility
+
|  +1 to [[Agility]]
 
|-
 
|-
 
|  [[Gain Charisma]]
 
|  [[Gain Charisma]]
 
|  1/1
 
|  1/1
 
|  12
 
|  12
|  Charisma ≤ 9
+
[[Charisma]] ≤ 9
|  +1 to Charisma
+
|  +1 to [[Charisma]]
 
|-
 
|-
 
|  [[Gain Endurance]]
 
|  [[Gain Endurance]]
 
|  1/1
 
|  1/1
 
|  12
 
|  12
|  Endurance ≤ 9
+
[[Endurance]] ≤ 9
|  +1 to Endurance
+
|  +1 to [[Endurance]]
 
|-
 
|-
 
|  [[Gain Intelligence]]
 
|  [[Gain Intelligence]]
 
|  1/1
 
|  1/1
 
|  12
 
|  12
|  Intelligence ≤ 9
+
[[Intelligence]] ≤ 9
|  +1 to Intelligence
+
|  +1 to [[Intelligence]]
 
|-
 
|-
 
|  [[Gain Luck]]
 
|  [[Gain Luck]]
 
|  1/1
 
|  1/1
 
|  12
 
|  12
|  Luck ≤ 9
+
[[Luck]] ≤ 9
|  +1 to Luck
+
|  +1 to [[Luck]]
 
|-
 
|-
 
|  [[Gain Perception]]
 
|  [[Gain Perception]]
 
|  1/1
 
|  1/1
 
|  12
 
|  12
|  Perception ≤ 9
+
[[Perception]] ≤ 9
|  +1 to Perception
+
|  +1 to [[Perception]]
 
|-
 
|-
 
|  [[Gain Strength]]
 
|  [[Gain Strength]]
 
|  1/1
 
|  1/1
 
|  12
 
|  12
|  Strength ≤ 9
+
[[Strength]] ≤ 9
|  +1 to Strength
+
|  +1 to [[Strength]]
 
|-
 
|-
 
|  [[Gecko Skinning]]*
 
|  [[Gecko Skinning]]*
 
|  1/1
 
|  1/1
 
|  n/a
 
|  n/a
|  Outdoorsman ≥ 50%
+
[[Outdoorsman]] ≥ 50%
 
|  Ability to skin geckos
 
|  Ability to skin geckos
 
|-
 
|-
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|  1/1
 
|  1/1
 
|  12
 
|  12
|  Sneak ≥ 150%
+
[[Sneak]] ≥ 150%
|  +30 bonus to Sneak when within 5 hexes from a wall
+
|  +30 bonus to [[Sneak]] when within 5 hexes from a wall
 
|-
 
|-
 
|  [[Harmless]]*
 
|  [[Harmless]]*
 
|  1/1
 
|  1/1
 
|  n/a
 
|  n/a
|  Charisma ≥ 6, Steal ≥ 125%
+
[[Charisma]] ≥ 6, Steal ≥ 125%
|  Halved reputation loss when stealing
+
|  Halved [[reputation]] loss when [[stealing]]
 
|-
 
|-
 
|  [[Healer]]
 
|  [[Healer]]
 
|  1/1
 
|  1/1
 
|  3
 
|  3
|  First Aid ≥ 75%
+
[[First Aid]] ≥ 75%
|  +15-30 to hit points healed using First Aid
+
|  +15-30 to hit points healed using [[First Aid]]
 
|-
 
|-
 
|  [[Healer+]]
 
|  [[Healer+]]
 
|  1/1
 
|  1/1
 
|  6
 
|  6
|  First Aid ≥ 100%
+
[[First Aid]] ≥ 100%
|  +20-40 to hit points healed using First Aid
+
|  +20-40 to hit points healed using [[First Aid]]
 
|-
 
|-
 
|  [[Heave Ho!]]
 
|  [[Heave Ho!]]
 
|  1/1
 
|  1/1
 
|  6
 
|  6
|  Throwing ≥ 100%
+
[[Throwing]] ≥ 100%
|  +1 to Strength when calculating how far you can throw
+
|  +1 to [[Strength]] when calculating how far you can throw
 
|-
 
|-
 
|  [[Heave Ho!!]]
 
|  [[Heave Ho!!]]
 
|  1/1
 
|  1/1
 
|  9
 
|  9
|  Throwing ≥ 150%
+
[[Throwing]] ≥ 150%
|  +1 to Strength when calculating how far you can throw
+
|  +1 to [[Strength]] when calculating how far you can throw
 
|-
 
|-
 
|  [[Hit the Gaps]]
 
|  [[Hit the Gaps]]
 
|  1/1
 
|  1/1
 
|  12
 
|  12
|  Unarmed or Melee Weapons ≥ 150%
+
[[Unarmed]] or [[Melee Weapons]] ≥ 150%
 
|  -25% to an attackee's armor's critical modifiers
 
|  -25% to an attackee's armor's critical modifiers
 
|-
 
|-
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|  1/1
 
|  1/1
 
|  15
 
|  15
|  Unarmed or Melee Weapons ≥ 175%
+
[[Unarmed]] or [[Melee Weapons]] ≥ 175%
|  Increased critical hit chance when unarmed or using melee weapons
+
|  Increased [[critical hit chance]] when unarmed or using melee weapons
 
|-
 
|-
 
|  [[HtH Evade]]
 
|  [[HtH Evade]]
 
|  1/1
 
|  1/1
 
|  6
 
|  6
|  Unarmed or Melee Weapons ≥ 75%
+
[[Unarmed]] or [[Melee Weapons]] ≥ 75%
|  +20 to AC when both item slots are empty
+
|  +20 to [[AC]] when both item slots are empty
 
|-
 
|-
 
|  [[HtH Evade+]]
 
|  [[HtH Evade+]]
 
|  1/1
 
|  1/1
 
|  9
 
|  9
|  Unarmed or Melee Weapons ≥ 150%
+
[[Unarmed]] or [[Melee Weapons]] ≥ 150%
|  +20 to AC when both item slots are empty
+
|  +20 to [[AC]] when both item slots are empty
 
|-
 
|-
 
|  [[In Your Face!]]
 
|  [[In Your Face!]]
 
|  1/1
 
|  1/1
 
|  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 hex next to yours
+
|  Attackers' [[chance to hit]] you drops significantly if s/he is standing on a [[hex]] next to yours
 
|-
 
|-
 
|  [[Iron Grip]]
 
|  [[Iron Grip]]
 
|  1/1
 
|  1/1
 
|  12
 
|  12
|  Strength ≥ 8
+
[[Strength]] ≥ 8
|  Reduced chance of dropping a weapon or having an arm crippled when hit
+
|  Reduced chance of dropping a [[weapon]] or having an arm crippled when hit
 
|-
 
|-
 
|  [[Lifegiver]]
 
|  [[Lifegiver]]
 
|  1/3
 
|  1/3
 
|  12
 
|  12
|  Endurance ≥ 5
+
[[Endurance]] ≥ 5
|  +20 to hit points
+
|  +20 to [[hit points]]
 
|-
 
|-
 
|  [[Lifegiver]]
 
|  [[Lifegiver]]
 
|  2/3
 
|  2/3
 
|  15
 
|  15
|  Endurance ≥ 6
+
[[Endurance]] ≥ 6
|  +30 to hit points
+
|  +30 to [[hit points]]
 
|-
 
|-
 
|  [[Lifegiver]]
 
|  [[Lifegiver]]
 
|  3/3
 
|  3/3
 
|  18
 
|  18
|  Endurance ≥ 7
+
[[Endurance]] ≥ 7
|  +40 to hit points
+
|  +40 to [[hit points]]
 
|-
 
|-
 
|  [[Light Step]]*
 
|  [[Light Step]]*
 
|  1/1
 
|  1/1
 
|  n/a
 
|  n/a
|  Traps ≥ 50%
+
[[Traps]] ≥ 50%
 
|  Chance to set off a trap reduced by 50%
 
|  Chance to set off a trap reduced by 50%
 
|-
 
|-
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|  1/1
 
|  1/1
 
|  3
 
|  3
|  Agility ≥ 6
+
[[Agility]] ≥ 6
|  Doubled AC derived from Agility
+
|  Doubled [[AC]] derived from [[Agility]]
 
|-
 
|-
 
|  [[Living Anatomy]]
 
|  [[Living Anatomy]]
 
|  1/1
 
|  1/1
 
|  12
 
|  12
|  First Aid ≥ 150%
+
[[First Aid]] ≥ 150%
|  +2 to damage when attacking living organisms, better luck when using First Aid
+
|  +2 to [[damage]] when attacking living organisms, better luck when using [[First Aid]]
 
|-
 
|-
 
|  [[Magnetic Personality]]*
 
|  [[Magnetic Personality]]*
 
|  1/1
 
|  1/1
 
|  n/a
 
|  n/a
|  Speech ≥ 100%
+
[[Speech]] ≥ 100%
|  +50 to party points
+
|  +50 to [[party points]]
 
|-
 
|-
 
|  [[Man of Steel]]
 
|  [[Man of Steel]]
 
|  1/1
 
|  1/1
 
|  15
 
|  15
|  Endurance ≥ 8
+
[[Endurance]] ≥ 8
|  Increased resistance to critical hits
+
|  Increased resistance to [[critical hits]]
 
|-
 
|-
 
|  [[Master Thief]]*
 
|  [[Master Thief]]*
 
|  1/1
 
|  1/1
 
|  n/a
 
|  n/a
|  Steal ≥ 150%
+
[[Steal]] ≥ 150%
|  Stealing and lockpicking cooldowns reduced by 50%
+
[[Stealing]] and [[lockpicking]] [[cooldowns]] reduced by 50%
 
|-
 
|-
 
|  [[Medic]]
 
|  [[Medic]]
 
|  1/1
 
|  1/1
 
|  15
 
|  15
|  First Aid ≥ 175%
+
[[First Aid]] ≥ 175%
|  Healing cooldowns reduced by 50%
+
[[Healing]] [[cooldowns]] reduced by 50%
 
|-
 
|-
 
|  [[More Critical]]
 
|  [[More Critical]]
 
|  1/1
 
|  1/1
 
|  3
 
|  3
|  SG, BG, EW or Throwing ≥ 100%
+
[[SG]], [[BG]], [[EW]] or [[Throwing]] ≥ 100%
|  +5% to critical hit chance
+
|  +5% to [[critical hit chance]]
 
|-
 
|-
 
|  [[More Ranged Damage]]
 
|  [[More Ranged Damage]]
 
|  1/1
 
|  1/1
 
|  15
 
|  15
|  SG or BG ≥ 200%
+
[[SG]] or [[BG]] ≥ 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
|  Repair ≥ 150%
+
[[Repair]] ≥ 150%
|  Repairing items is easier
+
[[Repairing]] items is easier
 
|-
 
|-
 
|  [[Negotiator]]*
 
|  [[Negotiator]]*
 
|  1/1
 
|  1/1
 
|  n/a
 
|  n/a
|  Barter ≥ 150%
+
[[Barter]] ≥ 150%
|  Reputation lower than neutral is upgraded to neutral when talking to NPCs
+
[[Reputation]] lower than neutral is upgraded to neutral when talking to NPCs
 
|-
 
|-
 
|  [[Pack Rat]]
 
|  [[Pack Rat]]
 
|  1/1
 
|  1/1
 
|  3
 
|  3
|  Intelligence ≥ 6
+
[[Intelligence]] ≥ 6
 
|  +8 to carry weight capacity
 
|  +8 to carry weight capacity
 
|-
 
|-
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|  1/1
 
|  1/1
 
|  n/a
 
|  n/a
|  Outdoorsman ≥ 175%
+
[[Outdoorsman]] ≥ 175%
 
|  15% faster world map travelling  
 
|  15% faster world map travelling  
 
|-
 
|-
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|  1/1
 
|  1/1
 
|  n/a
 
|  n/a
|  Steal ≥ 175%
+
[[Steal]] ≥ 175%
|  Easier stealing
+
|  Easier [[stealing]]
 
|-
 
|-
 
|  [[Pyromaniac]]
 
|  [[Pyromaniac]]
 
|  1/2
 
|  1/2
 
|  9
 
|  9
|  BG ≥ 100%
+
[[BG]] ≥ 100%
 
|  +20 to damage when using fire-based weaponry
 
|  +20 to damage when using fire-based weaponry
 
|-
 
|-
Line 424: Line 424:
 
|  2/2
 
|  2/2
 
|  15
 
|  15
|  BG ≥ 150%
+
[[BG]] ≥ 150%
 
|  +20 to damage when using fire-based weaponry
 
|  +20 to damage when using fire-based weaponry
 
|-
 
|-
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|  1/1
 
|  1/1
 
|  3
 
|  3
|  Agility ≥ 5
+
[[Agility]] ≥ 5
 
|  (Un)equipping/picking up items is done at half its normal cost
 
|  (Un)equipping/picking up items is done at half its normal cost
 
|-
 
|-
Line 436: Line 436:
 
|  1/1
 
|  1/1
 
|  3
 
|  3
|  Agility ≥ 6
+
[[Agility]] ≥ 6
|  Recovering from knock downs/knock outs costs significantly fewer APs than it normally would
+
|  Recovering from knock downs/knock outs costs significantly fewer [[APs]] than it normally would
 
|-
 
|-
 
|  [[Rad Resistance]]*
 
|  [[Rad Resistance]]*
 
|  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]]
 
|-
 
|-
 
|  [[Ranger]]*
 
|  [[Ranger]]*
 
|  1/1
 
|  1/1
 
|  n/a
 
|  n/a
|  Outdoorsman ≥ 100%
+
[[Outdoorsman]] ≥ 100%
 
|  Ability to craft several new items, a safe house instead of a tent
 
|  Ability to craft several new items, a safe house instead of a tent
 
|-
 
|-
Line 454: Line 454:
 
|  1/1
 
|  1/1
 
|  15
 
|  15
|  SG, BG, EW, or Throwing ≥ 200%
+
[[SG]], [[BG]], [[EW]], or [[Throwing]] ≥ 200%
|  "Helmets are no protection against you"
+
|  "[[Helmets]] are no protection against you"
 
|-
 
|-
 
|  [[Scout]]*
 
|  [[Scout]]*
 
|  1/1
 
|  1/1
 
|  n/a
 
|  n/a
|  Outdoorsman ≥ 150%
+
[[Outdoorsman]] ≥ 150%
 
|  Faster revealing of the covered areas of the world map
 
|  Faster revealing of the covered areas of the world map
 
|-
 
|-
Line 466: Line 466:
 
|  1/1
 
|  1/1
 
|  n/a
 
|  n/a
|  Speech ≥ 75%
+
[[Speech]] ≥ 75%
|  +250 to reputation when interacting with the opposite sex
+
|  +250 to [[reputation]] when interacting with the opposite sex
 
|-
 
|-
 
|  [[Sharpshooter]]
 
|  [[Sharpshooter]]
 
|  1/1
 
|  1/1
 
|  9
 
|  9
|  SG, BG, EW, or Throwing ≥ 150%
+
[[SG]], [[BG]], [[EW]], or [[Throwing]] ≥ 150%
|  +2 to perception when determining how far you can see, +8% to your chance to hit
+
|  +2 to [[Perception]] when determining how far you can see, +8% to your [[chance to hit]]
 
|-
 
|-
 
|  [[Silent Death]]
 
|  [[Silent Death]]
 
|  1/1
 
|  1/1
 
|  15
 
|  15
|  Sneak ≥ 175%
+
[[Sneak]] ≥ 175%
|  Attacking a critter from behind always causes a critical hit when unarmed, using melee weapons, throwing grenades or firing one-handed guns.
+
|  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
 
|  1/1
 
|  6
 
|  6
|  Sneak ≥ 100%
+
[[Sneak]] ≥ 100%
 
|  No penalty for running while in sneak mode
 
|  No penalty for running while in sneak mode
 
|-
 
|-
Line 490: Line 490:
 
|  1/1
 
|  1/1
 
|  n/a
 
|  n/a
|  Endurance ≥ 6, Outdoorsman ≥ 75%
+
[[Endurance]] ≥ 6, [[Outdoorsman]] ≥ 75%
|  +25 to poison resistance
+
|  +25 to [[poison resistance]]
 
|-
 
|-
 
|  [[Speaker]]*
 
|  [[Speaker]]*
 
|  1/1
 
|  1/1
 
|  n/a
 
|  n/a
|  Speech ≥ 125%
+
[[Speech]] ≥ 125%
 
|  Your followers' loyalty decreases at half the normal rate
 
|  Your followers' loyalty decreases at half the normal rate
 
|-
 
|-
Line 502: Line 502:
 
|  1/1
 
|  1/1
 
|  6
 
|  6
|  SG or BG ≥ 125%
+
[[SG]] or [[BG]] ≥ 125%
 
|  Attackee's armor's critical modifiers are ignored
 
|  Attackee's armor's critical modifiers are ignored
 
|-
 
|-
Line 508: Line 508:
 
|  1/1
 
|  1/1
 
|  n/a
 
|  n/a
|  Sneak ≥ 100%, Repair ≥ 100%
+
[[Sneak]] ≥ 100%, [[Repair]] ≥ 100%
|  Doubled stealth boy's battery life
+
|  Doubled [[stealth boy]]'s battery life
 
|-
 
|-
 
|  [[Stonewall]]
 
|  [[Stonewall]]
 
|  1/1
 
|  1/1
 
|  9
 
|  9
|  Strength ≥ 6
+
[[Strength]] ≥ 6
 
|  Better chance of avoiding knock-downs and knock-outs
 
|  Better chance of avoiding knock-downs and knock-outs
 
|-
 
|-
Line 520: Line 520:
 
|  1/1
 
|  1/1
 
|  6
 
|  6
|  Endurance ≥ 6
+
[[Endurance]] ≥ 6
 
|  +22 to carry weight capacity
 
|  +22 to carry weight capacity
 
|-
 
|-
Line 526: Line 526:
 
|  1/1
 
|  1/1
 
|  n/a
 
|  n/a
|  Intelligence ≥ 6, Science ≥ 50%
+
[[Intelligence]] ≥ 6, [[Science]] ≥ 50%
 
|  +10% to all your experience point gains
 
|  +10% to all your experience point gains
 
|-
 
|-
Line 532: Line 532:
 
|  1/1
 
|  1/1
 
|  n/a
 
|  n/a
|  Steal ≥ 100%
+
[[Steal]] ≥ 100%
|  Luck/50 chance of no cooldown if a stealing attempt has failed
+
[[Luck]]/50 chance of no [[cooldown]] if a stealing attempt has failed
 
|-
 
|-
 
|  [[Toughness]]
 
|  [[Toughness]]
 
|  1/1
 
|  1/1
 
|  6
 
|  6
|  Endurance ≥ 4
+
[[Endurance]] ≥ 4
|  +2 to DT, +5 to DR
+
|  +2 to [[DT]], +5 to [[DR]]
 
|-
 
|-
 
|  [[Treasure Hunter]]*
 
|  [[Treasure Hunter]]*
 
|  1/1
 
|  1/1
 
|  n/a
 
|  n/a
|  Lockpick ≥ 150%
+
[[Lockpick]] ≥ 150%
|  Additional items spawn in lockers in random encounters
+
|  Additional items spawn in lockers in [[random encounters]]
 
|-
 
|-
 
|  [[Tree Trunk Thighs]]
 
|  [[Tree Trunk Thighs]]
 
|  1/1
 
|  1/1
 
|  6
 
|  6
|  Endurance ≥ 6
+
[[Endurance]] ≥ 6
 
|  Leg shots are less much likely to knock you down
 
|  Leg shots are less much likely to knock you down
 
|-
 
|-
Line 556: Line 556:
 
|  1/1
 
|  1/1
 
|  3
 
|  3
|  SG or BG ≥ 100%
+
[[SG]] or [[BG]] ≥ 100%
|  +2 to Strength when calculating chance to hit
+
|  +2 to [[Strength]] when calculating chance to hit
 
|-
 
|-
 
|}
 
|}
Line 582: Line 582:
 
|-
 
|-
 
|  [[Long Range]]
 
|  [[Long Range]]
|  Doubled bonus from perception when calculating chance to hit
+
|  Doubled bonus from [[Perception]] when calculating chance to hit
 
|-
 
|-
 
|  [[Penetrate]]
 
|  [[Penetrate]]
|  Target's DT reduced to 33% of its normal value
+
|  Target's [[DT]] reduced to 33% of its normal value
 
|-
 
|-
 
|  [[Scoped]]
 
|  [[Scoped]]

Revision as of 17:38, 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:


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%.
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