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Perks

Perks are passive abilities that improve your character in some way. There are different categories of perks: some you select when you level up (you get a new one every third or fourth level, depending on if you have the Skilled Trait or not), some are awards for completing certain quests, and others are tied to a specific weapon or item and unlocked by your skill levels.

Contents

Level up perks

If you don't have the Skilled trait, you get to choose a new perk every third level (so level 3, 6, 9, etc), up to and including level 24. If you do have the skilled trait, you only get a perk every fourth level (level 4, 8, 12, etc), up to and including level 24. Skill related perks require 100 in that skill to unlock.

So you need 100 doc or FA to unlock Faith Healer, Living Anatomy (that one also requires awareness), Field Medic and Dr. Strangelove.

You need 100 traps to unlock Evil Scientist and Light Step.

You need 100 sneak to unlock Watchtower and Bloodthirst.

The perks you can choose from are these:

Perk Table

Name
Requirements
Effect
Lvl 3
You gain +2 Luck for the purposes of resisting critical strikes.
Lvl 6
When you are tough, you take less damage. This Perk adds +5% Damage resistance and +2 Damage Threshold against all damage types
Lvl 3
Your body has adapted to better prevent hemmorrhaging. With +20% bleed resistance, you accumulate less bleed than normal
Lvl 9
When it comes to resisting nasty critical effects, you are exceptionally strong. You are 25% more likley to pass critical rolls vs Strength.
Can exceed 100% (You can still fail a critical roll, rarely)
Lvl 9
When it comes to resisting nasty critical effects, you are exceptionally perceptive. You are 25% more likley to pass critical rolls vs Perception.
Can exceed 100% (You can still fail a critical roll, rarely)
Lvl 9
When it comes to resisting nasty critical effects, your Endurance is exceptional. You are 25% more likley to pass critical rolls vs Endurance.
Can exceed 100% (You can still fail a critical roll, rarely)
Lvl 9
When it comes to resisting nasty critical effects, you are exceptionally agile. You are 25% more likley to pass critical rolls vs Agility.
Can exceed 100% (You can still fail a critical roll, rarely)
Lvl 12
You get a one time bonus of 20 Hit Points
Lvl 3
You are quick at recovering from being knocked out or knocked down
Lvl 6
You recover 20% faster than normal from temporary ailments such as disorientation, suppressive fire and being winded
Lvl 6
You know the weak spots of your armor by heart and you have learned to overcome them, A partial armor bupass is 15% less severe for you
Lvl 9
You have nerves of steel! You get +10 DR and +10 CR (instead of -10 CR) whenever you are disoriented, winded or suppressed
Lvl 9
Psysical pain makes the adrenaline flow, the lower your HP gets the more DR and DT you get (up to +10/4)

Adrenaline rush gives bonus DR according to this formula:

DR += 10 - 10*currentHP/maxHP
Lvl 3
You are less likely to be hit by single shots in combat if you have this Perk.You get +25 to your Armor Class
Lvl 15
Each level of Action Boy gives you +2 in Agility for the purpose of Action Point regeneration. This allows you to perform tasks faster
Lvl 15
This Perk allows you to pull the trigger a litle faster and still remain as accurate as before. Each ranged weapon attack cost 10% less action poinst to perform.
Lvl 15
Years of practice have finally paid off. You can reload any weapon 10% faster than before.
Lvl 15
You don't care about people dying, you care about striking the final blow yourself! Whenever you kill another player, you instantly regenerate 15 action points.
Lvl 6
Your eye sight is phenomenal.You get +2 Perception for the purposes of determining sight range.
Lvl 6
You have a talent for hitting things at longer distances. You get a +2 Perception for the purposes of determining range modifiers. It's easier than ever to kill at longe range! Means it affects both perception penalty and aim penalty
Lvl 6
You can wield weapons much larger than normally allowed. You gain a +2 to your strength for the purposes of Strength checks when trying to wield weaponry. Means it affects both burst penalty and strength penalty
Lvl 3
Adds +2 skill points when you gain a new experience level. Skill points are given retro-actively for previous level-ups
Lvl 12
You are 30% less likely to suffer from supressive fire.
Lvl 3, 100 doc or FA
You ignore half the bandaged penalty for first aid.
Lvl 3, 100 doc or FA, Awareness
You have a better understanding of living creatures and their strengths and weaknesses. You get +3% base crit chance, and you can see exactly how much Bleed damage any patient (or target) has, as well as whether or not it's bandaged. (requires awareness).
Lvl 3, 100 doc or FA
You are able to heal others with first aid and doctor skill 50% faster.
Lvl 3, 100 doc or FA
+5 bonus resistance to explosive damage, you also heal 50 additional damage whenever you use first aid or doctor skill.
Lvl 3, 100 doc or FA
The skill bleed over beetwen doctor and first aid is increased to 100% (this does not help to unlock any item perks).
Lvl 9
Every time your body regenerates hit points, there's 40% chance that one of your crippled limbs will spontaneously heal itself. You als gain +2 to your healing rate.
Lvl 15
Your brutality has reached mountainous proportions. The weaker your enemies are, the more damage you inflict (up to 30%). When using melee, you might actually cleave someone in half.
Click the Perk name to learn more.
Lvl 12
Like MacGyver, your're good when it counts, Your AP regen increases up to 2/s as your HP drops

Formula:

BonusAp/s = 2 - 2*currentHP/maxHP
Lvl 21
With this Perk you gain +1 to your Strength
Lvl 21
With this Perk you gain +1 to your Perception
Lvl 21
With this Perk you gain +1 to your Endurance
Lvl 21
With this Perk you gain +1 to your Charisma
Lvl 21
With this Perk you gain +1 to your Intelligence
Lvl 21
With this Perk you gain +1 to your Agility
Lvl 21
With this Perk you gain +1 to your Luck
Lvl 3, 100% sneak
When sneaking, if you kill another player, you get 30% run speed for 10 seconds
Lvl 3, 100% sneak
If there's an antonym for tunnel vision, that would describe you. You detect other sneakers to your front sides just as well as if they were stadning in front of you
Lvl 3, 100% traps
If anybody except you tampers with your armed traps, they are in for a shocking surprise. Literally. If somebody other than you tries to disarm the trap, there's a 20-100% chance (scaled linearly based on traps skill) that he will take 10-50 electric damage, regardless of whether the disarm attempt is successful or not. You also get +5% electric resistance.
Lvl 21, 200% Small Guns
You are able to cripple targets without prejudice while using a shotgun. Instead of Knocking back the target, your shotgun will now inflict crippling blows. (If loaded with slugs, the shotgun will resume it's default behavior.
Lvl 21
You are able to switch between one-handed weapons while moving and without interruption.
Lvl 21
With proper training and understanding you've adopted the art of the dynamic carbine. When performing targeted bursts with assault rifles, only the target will be hit with the bullets.
Lvl 3
10 percent of combat damage taken is converted into bleed.
Lvl 21
You've adopted the gambit lifestyle of living fast and dying young. Bursts with spray-and-pray weapons are more likely to land more bullets.
Lvl 21
You can walk while deployed at a cost of 10AP/Hex
Lvl 21
You are able to take aimed shots without delay while using a sniper rifle at full action points.
Lvl 21
5% increase in your hit-chance cap.
Lvl 21
You are adept at timing your shots and leading a target. Your weapon projectile speed is increased.
Lvl 3, 100% traps
You are agile, lucky, and always careful. This perk gives you a 50% chance to avoid setting off a trap that you stepped on. You are also less likely to detonate a trap that you try to disarm.

Quest Perks

Name
Requirements
Effect
Accomplished Quest
Allows you to see current/max hp of the target, as well as equipped weapon and armour. Depending on which faction you are in, you will have to do a small quest on obtaining this perk. WIP, click the name-link for quest info.
Accomplished Quest
Allows you to run while sneaking. WIP click on the name-link for quest info.

Post level 24 perk

Perks that you can only get after level 24. These shouldn't significantly affect PvP, rather they ought to be convenience perks. Nice to have, but not crucial.

Name Effect
Strong Back AKA Mule. You can carry an additional 25 kg of equipment.
Rad Resistance You are better able to avoid radiation and the bad effects radiation causes. Each level of this Perk improves your Radiation Resistance by 20%.
Snakeater Yum! Tastes like chicken. For each level of this Perk, you gain +20% to your Poison Resistance.
Mr. Fixit A little late night cramming never hurt anybody, especially you. For each level of this perk, you get +50% to your engineering skill, for the purposes of repairing items (not capped at 200).
Dismantler With this perk you are able to retrieve more materials when sciencing items. For the purposes of disassembling weapons, you get +50% science with each level of this perk (not capped at 200).
Pathfinder The Pathfinder is better able to find the shortest route. With this Perk, your travel time on the World Map is reduced by 25% for each level
Hoarder Your hoarding has officially broken the laws of physics. While in the safety of your headquarter, there seem to be no limit to how much stuff you can carry. You probably should see a psychiatrist.
Competitive Eater With each level of this perk, you come one step closer to mastering the art of mind over matter. You can eat one more food item before getting full. Bon app├ętit!
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