Perks
Contents |
Level up perks
Perks are passive abilities that improve your character in some way. 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.
For example, you need 100% Sneak to be able to pick Ghost as a level-up perk.
Perk Table
Name |
Requirements |
Effect |
Adrenaline Rush |
Lvl 3 |
Physical pain makes the adrenaline flow, the lower your HP get, the more DT you get (up to +5) |
Educated |
Lvl 3 |
Adds +3 skill points when you gain a new experience level. Skill points are given retro-actively for previous level-ups. |
Dodger |
Lvl 3, No Kamikaze Trait |
You are less likely to be hit by single shots in combat if you have this Perk. You get +35 to your Armor Class |
Ghost |
Lvl 3, 100% Sneak |
Sneak bonus for being close to wall is doubled for you. |
Light Step |
Lvl 3, 100% Traps |
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. |
Living Anatomy |
Lvl 3, 100% FA or Doc |
You get +3% crit chance, and you can see exactly how much HP your Teammates have. |
Man of Steel |
Lvl 3 |
You gain +3 Luck for the purposes of resisting critical strikes. |
Improved Hemostasis |
Lvl 3 |
You get+20% bleed resistance. |
Faith Healer |
Lvl 3, 100% FA or Doc |
Your patients get bandaged only at two thirds normal rate. You also consume basic med kits slower. |
Field Medic |
Lvl 3, 100% FA or Doc |
You're able to use First Aid and Doctor for -25% AP |
Dr. Strangelove |
Lvl 3, 100% FA or Doc |
You get a 5% bonus resistance to explosive damage. You also heal 50 additional damage or bleed whenever you use the first aid or doctor skill. |
Medicinae Doctor |
Lvl 3, 100% FA or Doc |
The skill bleed over between Doctor and First Aid is increased to 100%., and you unlock all item perks with the skill that you specialized in (your highest skill). |
Armor Efficiency |
Lvl 3 |
A partial armor bypass is 15% less severe for you. |
Watchtower |
Lvl 3 |
You see to your front sides just as well as in front of you. |
Heave Ho! |
Lvl 3 |
Your maximum thrown weapon range is as if you had 200% throwing skill. |
Evil Scientist |
Lvl 3, 100% Traps |
If anybody except you tampers with your armed traps, they are in for a shocking surprise. You also get +5% electric resistance. |
Toughness |
Lvl 6 |
This Perk adds +5% Damage resistance against all damage types. |
Fast Reload |
Lvl 6 |
You can reload any weapon for 10% less AP. |
Sharpshooter |
Lvl 6 |
You get a +2 bonus to Perception for the purposes of determining range modifiers. |
Weapon Handling |
Lvl 6 |
You gain a +2 to your strength for the purposes of Strength checks when trying to wield weaponry. |
Hawk Eyes |
Lvl 6 |
You get +2 Perception for the purposes of determining sight range.
|
Quick Recovery |
Lvl 6 |
You recover 0.8 seconds faster from knockouts and knockdowns, and 20% faster from winded, suppression, and disoriented effects. |
Critical Strength |
Lvl 9 |
You are 15% more likely to pass critical rolls vs Strength. |
Critical Perception |
Lvl 9 |
You are 15% more likely to pass critical rolls vs Perception. |
Critical Endurance |
Lvl 9 |
You are 15% more likely to pass critical rolls vs Endurance. |
Critical Agility |
Lvl 9 |
You are 15% more likely to pass critical rolls vs Agility. |
Nerves of Steel |
Lvl 9 |
You get +10 Critical Resistance and no DR penalty whenever you are disoriented, winded or suppressed |
Autonomous Regeneration |
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. |
Lifegiver |
Lvl 12 |
You get a one time bonus of 20 Hit Points. |
Fearless |
Lvl 12 |
+5 Charisma for the purposes of resisting Suppression. |
Do or Die |
Lvl 12 |
Your AP Regen+ increases up to 4.5/s as your HP drops. |
Action Boy |
Lvl 15 |
+2 in Agility for the purpose of Action Point regeneration. |
Bonus Rate of Fire |
Lvl 15 |
Each weapon attack costs 10% less action points to perform. |
Psychopath |
Lvl 15 |
YYou instantly regenerate 50 AP for killing a player, half of that for NPC. |
Silent Hill Death |
Lvl 15 |
The weaker your enemies are, the more damage you inflict (up to 100%) with critical strikes. |
Venomous Hands |
Lvl 15 |
All your melee attacks will inflict poison. |
Gain Strength |
Lvl 18 |
With this Perk you gain +1 to your Strength |
Gain Perception |
Lvl 18 |
With this Perk you gain +1 to your Perception |
Gain Endurance |
Lvl 18 |
With this Perk you gain +1 to your Endurance |
Gain Charisma |
Lvl 18 |
With this Perk you gain +1 to your Charisma |
Gain Intelligence |
Lvl 18 |
With this Perk you gain +1 to your Intelligence |
Gain Agility |
Lvl 18 |
With this Perk you gain +1 to your Agility |
Gain Luck |
Lvl 18 |
With this Perk you gain +1 to your Luck |
The Impaler |
Lvl 21 |
Your spears now pierce multiple targets, assuming they line up properly. |
Street Samurai |
Lvl 21 |
You are able to switch between 1 handed weapons without interruption and while moving with cooldown of 0.4s. |
Shotgun Surgeon |
Lvl 21, 200% Small Guns |
You are able to cripple targets without prejudice while using a shotgun. Instead of knocking back the target, you will now inflict crippling blows. ( If loaded with slugs, shotgun will act with default behavior ). |
Grenadier |
Lvl 21 |
Grenades are no longer removed from your hand or utility slot when thrown but base AP cost is increased by 25. |
PMS Defence |
Lvl 21 |
10% of combat damage taken is converted to bleed damage. |
Lazer Rifling |
Lvl 21 |
5% increased to your hit-chance cap. |
Trick Shooter |
Lvl 21 |
Your aimed arm shots will send the weapon flying out of your victims hands instead of crippling them! |
Simian Warfare |
Lvl 21 |
When at maximum action points, you only have half the aim delay with Small Guns. |
Starting Perks
Name |
Requirements |
Effect |
Awareness |
Allows you to see current/max hp of the target, as well as equipped weapon and armour. |
|
Silent Running |
Allows you to run while sneaking. |
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 |
Requirements |
Effect |
Strong Back |
Lvl 28 |
You can carry an additional 25kg of equipment. |
Scrounger |
Lvl 28 |
Looting old car-wrecks in particular, you have the ability to find what others would normally miss. |
Hoarder |
Lvl 28 |
While in the safety of your headquarters, there seems to be no limit to how much stuff you can carry. |