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Perks

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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.
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