.

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.

For example, you need 100% Sneak to be able to pick Ghost as a level-up perk.

Perk Table

Name
Requirements
Effect
Lvl 3
Adds +3 skill points when you gain a new experience level. Skill points are given retro-actively for previous level-ups.
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
Lvl 3, 100% Sneak
Sneak bonus for being close to wall is doubled for you.
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.
Lvl 3, 100% FA or Doc
You get +3% crit chance, and you can see exactly how much Bleed damage any patient (or target) has, as well as the bandage level.
Lvl 3
You are quick at recovering from being knocked out (1.2 seconds less KO duration).
Lvl 3
You gain +3 Luck for the purposes of resisting critical strikes.
Lvl 3
Your body has adapted to better prevent hemmorrhaging. With +20% bleed resistance, you accumulate less bleed than normal
Lvl 3, 100% FA or Doc
You are able to stimulate a divine presence and power toward correcting disease and disability. Your patients get bandaged only at two thirds normal rate. You also consume basic med kits slower.
Lvl 3, 100% FA or Doc
"Medic! FA! Stich meh!" - That's you they're calling for. You're able to heal others with first aid and doctor skill 25% faster than before.
Lvl 3, 100% FA or Doc
You have learned to stop worrying and love the bomb. 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.
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).
Lvl 3, 100% Sneak
If there was an antonym for tunnel vision, that would describe you. You see to your front sides just as well as 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. You also get +5% electric resistance.
Lvl 6
When you are tough, you take less damage. This Perk adds +5% Damage resistance against all damage types.
Lvl 6
You have a talent for hitting things at longer distances. You get a +2 bonus to Perception for the purposes of determining range modifiers. It's easier than ever to kill at long range!
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.
Lvl 6
You recover 33% faster than normal from temporary ailments such as disorientation, suppressive fire and being winded
Lvl 6
Your eye sight is phenomenal. You get +2 Perception for the purposes of determining sight range.
Lvl 6
You know the weak spots of your armor by heart and you have learned to overcome them. A partial armor bypass is 15% less severe for you.
Lvl 9
Physical pain makes the adrenaline flow, the lower your HP get, the more DT and DR you get (up to +4/5)
Lvl 9
When it comes to resisting nasty critical effects, you are exceptionally strong. You are 15% more likely to pass critical rolls vs Strength.
Lvl 9
When it comes to resisting nasty critical effects, you are exceptionally perceptive. You are 15% more likely to pass critical rolls vs Perception.
Lvl 9
When it comes to resisting nasty critical effects, your Endurance is exceptional. You are 15% more likely to pass critical rolls vs Endurance.
Lvl 9
When it comes to resisting nasty critical effects, you are exceptionally agile. You are 15% more likely to pass critical rolls vs Agility.
Lvl 9
You have nerves of steel! You get +10 Critical Resistance and no DR penalty whenever you are disoriented, winded or suppressed
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 12
You get a one time bonus of 20 Hit Points.
Lvl 12
Your awareness on the battlefield have made you less afraid of stray bullets. You are 30% less likely to suffer from suppressive fire.
Lvl 12
Like MacGyver, your're good when it counts. Your AP Regen+ increases up to 4.5/s as your HP drops.
Lvl 12, 100% Sneak
You get +30 to Sneak value while running.
Lvl 15
Each level of Action Boy (insert Girl if you wish) 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 little faster and still remain as accurate as before. Each weapon attack costs 10% less action points 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! You instantly regenerate 50 AP for killing a player, half of that for NPC.
Lvl 15
Your brutality has reached mountainous proportions. The weaker your enemies are, the more damage you inflict (up to 30%) with attacks that are capable of inflicting critical strikes.
Lvl 15
Deploy times are faster through rigourous training, the Action Point cost of deploying is reduced by 33%.
Lvl 15
All your melee attacks will inflict poison.
Lvl 18
With this Perk you gain +1 to your Strength
Lvl 18
With this Perk you gain +1 to your Perception
Lvl 18
With this Perk you gain +1 to your Endurance
Lvl 18
With this Perk you gain +1 to your Charisma
Lvl 18
With this Perk you gain +1 to your Intelligence
Lvl 18
With this Perk you gain +1 to your Agility
Lvl 18
With this Perk you gain +1 to your Luck
Lvl 21
Like Vlad, you have taken a peculiar interest in the art of impalement. Your spears now pierce multiple targets, assuming they line up properly. You also get +5 range to thrown weapons.
Lvl 21
You are able to switch between 1 handed weapons without interruption and while moving with cooldown of 0.4s.
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 ).
Lvl 21
Grenades are no longer removed from your hand when thrown but AP cost is increased by 50%.
Lvl 21
You can walk while deployed costing 10AP/Hex.
Lvl 21
10% of combat damage taken is converted to bleed damage.
Lvl 21
5% increased to your hit-chance cap.
Lvl 21
You are adapt at timing your shots and leading the target, your weapon projectile speed is increased by 33%.
Lvl 21
Your aimed arm shots will send the weapon flying out of your victims hands instead of crippling them!
Lvl 21
Two to the chest, one to the head, every 3rd consecutive unaimed shot on a target will be a headshot. If this headshot is critical, it will be have a critical power penalty of 2. Only works for pistols.
Lvl 24
When at maximum action points, you only have half the aim delay with Small Guns.

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 appétit!
Revision as of 21:26, 8 June 2019 by Zmeja (Talk | contribs)

Jump to: navigation, search