Difference between revisions of "Level perks"

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m (Fixed a minor issue)
(Added five new perk synergies: Ammo Loader, Anti-Sneaker, Bonus Rapid Fire, Pistolero, Tower Defense (Patch 6.5))
 
(20 intermediate revisions by the same user not shown)
Line 5: Line 5:
 
Related level perks synergize with one another, allowing you to unlock additional bonuses; see '''[[#Perk synergies|perk synergies]]''' for details.
 
Related level perks synergize with one another, allowing you to unlock additional bonuses; see '''[[#Perk synergies|perk synergies]]''' for details.
  
All level perks available as of Patch 6.4 are listed in the table below.
+
All level perks available as of Patch 6.5 are listed in the table below.
 
<br>
 
<br>
 
<br>
 
<br>
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
|-
+
|+Level perk requirements and bonuses, and related perk synergies
|+Level Perk Requirements and Bonuses, and Related Perk Synergies
 
 
|-
 
|-
 
! Name
 
! Name
Line 16: Line 15:
 
! SPECIAL
 
! SPECIAL
 
! Bonus
 
! Bonus
! Synergy
+
! Synergy #1
|-
+
! Synergy #2
|<span id="Vital Shielding"></span>Vital Shielding
+
|- id="Vital Shielding"
 +
| Vital Shielding
 
| 12
 
| 12
 
| [[Endurance]] ≥ 6
 
| [[Endurance]] ≥ 6
Line 24: Line 24:
 
*Grants +1% damage resistance for every 100 current hit points you have; your negative HP capacity counts as current hit points for the purpose of this calculation
 
*Grants +1% damage resistance for every 100 current hit points you have; your negative HP capacity counts as current hit points for the purpose of this calculation
 
| [[#Adaptive Barrier|Adaptive Barrier]]
 
| [[#Adaptive Barrier|Adaptive Barrier]]
|-
+
| style="text-align:center" | —
|<span id="Energy Deflection"></span>Energy Deflection
+
|- id="Energy Deflection"
 +
| Energy Deflection
 
| 6
 
| 6
 
| [[Strength]] ≥ 8
 
| [[Strength]] ≥ 8
 
|  
 
|  
*Reflects 60% of incoming laser and electrical damage back to the attacker within a range equal to your Strength x 4
+
*Reflects 60% of incoming laser and electrical damage back to the attacker within a range equal to your Strength x 4 (PvP only)
 
| [[#Adaptive Barrier|Adaptive Barrier]]
 
| [[#Adaptive Barrier|Adaptive Barrier]]
|-
+
| style="text-align:center" | —
|<span id="Reinforced Endurance"></span>Reinforced Endurance
+
|- id="Reinforced Endurance"
 +
| Reinforced Endurance
 
| 9
 
| 9
 
| [[Endurance]] ≥ 6
 
| [[Endurance]] ≥ 6
Line 38: Line 40:
 
*Increases your damage resistance cap by 10% and reduces resistance penetration of incoming attacks by 5%
 
*Increases your damage resistance cap by 10% and reduces resistance penetration of incoming attacks by 5%
 
| [[#Adaptive Barrier|Adaptive Barrier]]
 
| [[#Adaptive Barrier|Adaptive Barrier]]
|-
+
| style="text-align:center" | —
|<span id="Turret Mechanic"></span>Turret Mechanic
+
|- id="Turret Mechanic"
 +
| Turret Mechanic
 
| 18
 
| 18
 
| [[Intelligence]] ≥ 8
 
| [[Intelligence]] ≥ 8
Line 45: Line 48:
 
*Allows you to set up a double minigun turret that lasts for 120 seconds (cooldown: 180 seconds); the turret is vulnerable to [[EMP damage]] and costs 10 [[Good Metal Parts]] to build
 
*Allows you to set up a double minigun turret that lasts for 120 seconds (cooldown: 180 seconds); the turret is vulnerable to [[EMP damage]] and costs 10 [[Good Metal Parts]] to build
 
| [[#Architect|Architect]]
 
| [[#Architect|Architect]]
|-
+
| [[#Tower Defense|Tower Defense]]
|<span id="Animal Friend"></span>Animal Friend
+
|- id="Animal Friend"
 +
| Animal Friend
 
| 3
 
| 3
 
| [[Charisma]] ≥ 6
 
| [[Charisma]] ≥ 6
Line 52: Line 56:
 
*Grants 40% extra hit points to all of your followers except humans and mutants
 
*Grants 40% extra hit points to all of your followers except humans and mutants
 
| [[#Architect|Architect]]
 
| [[#Architect|Architect]]
|-
+
| style="text-align:center" | —
|<span id="Engineer"></span>Engineer
+
|- id="Engineer"
 +
| Engineer
 
| 12
 
| 12
 
| [[Intelligence]] ≥ 6
 
| [[Intelligence]] ≥ 6
Line 59: Line 64:
 
*Any objects you build deal 30% more damage; traps, sandbags, and turrets last 100% longer  
 
*Any objects you build deal 30% more damage; traps, sandbags, and turrets last 100% longer  
 
| [[#Architect|Architect]]
 
| [[#Architect|Architect]]
|-
+
| style="text-align:center" | —
|<span id="Dodger"></span>Dodger
+
|- id="Dodger"
 +
| Dodger
 
| 3
 
| 3
 
| [[Agility]] ≥ 8
 
| [[Agility]] ≥ 8
Line 67: Line 73:
 
*Incoming damage is reduced by 50% if the attacker is 40+ hexes away
 
*Incoming damage is reduced by 50% if the attacker is 40+ hexes away
 
| [[#Armor King|Armor King]]
 
| [[#Armor King|Armor King]]
|-
+
| style="text-align:center" | —
|<span id="Livewire"></span>Livewire
+
|- id="Livewire"
 +
| Livewire
 
| 3
 
| 3
 
| [[Agility]] ≥ 6
 
| [[Agility]] ≥ 6
Line 76: Line 83:
 
*Reduces attackers' Lethality by 5%
 
*Reduces attackers' Lethality by 5%
 
| [[#Armor King|Armor King]]
 
| [[#Armor King|Armor King]]
|-
+
| style="text-align:center" | —
|<span id="Quick Recovery"></span>Quick Recovery
+
|- id="Quick Recovery"
 +
| Quick Recovery
 
| 3
 
| 3
 
| [[Luck]] ≥ 6
 
| [[Luck]] ≥ 6
 
|
 
|
 
*Halves APs lost via knockdowns/knockouts
 
*Halves APs lost via knockdowns/knockouts
*+8% AP Drain resistance for each point of [[Luck]]
+
*+8% AP Drain ([[critical effect]] only) resistance for each point of [[Luck]]
 
*Increases your attackers' attack delay by 30%
 
*Increases your attackers' attack delay by 30%
 
| [[#Armor King|Armor King]]
 
| [[#Armor King|Armor King]]
|-
+
| style="text-align:center" | —
|<span id="Gain Strength"></span>Gain Strength
+
|- id="Gain Strength"
 +
| Gain Strength
 
| 3
 
| 3
 
| [[Strength]] ≤ 19
 
| [[Strength]] ≤ 19
Line 93: Line 102:
 
*+5 [[Strength]] for class SPECIAL scaling calculation
 
*+5 [[Strength]] for class SPECIAL scaling calculation
 
| [[#Bonus HtH Rapid|Bonus HtH Rapid]]
 
| [[#Bonus HtH Rapid|Bonus HtH Rapid]]
|-
+
| style="text-align:center" | —
|<span id="Better HtH Criticals"></span>Better HtH Criticals
+
|- id="Better HtH Criticals"
 +
| Better HtH Criticals
 
| 15
 
| 15
 
| [[Strength]] ≥ 8
 
| [[Strength]] ≥ 8
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*+20% critical chance resistance penetration when using melee weapons
 
*+20% critical chance resistance penetration when using melee weapons
 
| [[#Bonus HtH Rapid|Bonus HtH Rapid]]
 
| [[#Bonus HtH Rapid|Bonus HtH Rapid]]
|-
+
| style="text-align:center" | —
|<span id="In Your Face!"></span>In Your Face!
+
|- id="In Your Face!"
 +
| In Your Face!
 
| 9
 
| 9
 
| [[Agility]] ≥ 6
 
| [[Agility]] ≥ 6
 
|
 
|
*Lowers attackers' [[chance to hit]] you by 50% if they're standing on an adjacent hex
+
*Lowers attackers' [[chance to hit]] you to 50% if they're standing on an adjacent hex
 
*Lowers opponent's [[Bounty Hunter|bounty power]] by 1
 
*Lowers opponent's [[Bounty Hunter|bounty power]] by 1
 
| [[#Bonus HtH Rapid|Bonus HtH Rapid]]
 
| [[#Bonus HtH Rapid|Bonus HtH Rapid]]
|-
+
| style="text-align:center" | —
|<span id="Bonus HtH Attacks"></span>Bonus HtH Attacks
+
|- id="Bonus HtH Attacks"
 +
| Bonus HtH Attacks
 
| 18
 
| 18
 
| [[Agility]] ≥ 8
 
| [[Agility]] ≥ 8
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*+8 [[TB]] attacks (of any type, including ranged)
 
*+8 [[TB]] attacks (of any type, including ranged)
 
| [[#Bonus HtH Speed|Bonus HtH Speed]]
 
| [[#Bonus HtH Speed|Bonus HtH Speed]]
|-
+
| style="text-align:center" | —
|<span id="Bonus HtH Damage"></span>Bonus HtH Damage
+
|- id="Bonus HtH Damage"
 +
| Bonus HtH Damage
 
| 3
 
| 3
 
| [[Strength]] ≥ 5
 
| [[Strength]] ≥ 5
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*Shortens battle timer by 30%
 
*Shortens battle timer by 30%
 
| [[#Bonus HtH Speed|Bonus HtH Speed]]
 
| [[#Bonus HtH Speed|Bonus HtH Speed]]
|-
+
| style="text-align:center" | —
|<span id="Vampire"></span>Vampire
+
|- id="Vampire"
 +
| Vampire
 
| 9
 
| 9
 
| [[Endurance]] ≥ 8
 
| [[Endurance]] ≥ 8
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*Adds 25% [[lifesteal]] to your melee attacks  
 
*Adds 25% [[lifesteal]] to your melee attacks  
 
| [[#Bonus HtH Speed|Bonus HtH Speed]]
 
| [[#Bonus HtH Speed|Bonus HtH Speed]]
|-
+
| style="text-align:center" | —
|<span id="Bonus Ranged Damage"></span>Bonus Ranged Damage
+
|- id="Bonus Ranged Damage"
 +
| Bonus&nbsp;Ranged&nbsp;Damage
 
| 9
 
| 9
 
| [[Perception]] ≥ 6
 
| [[Perception]] ≥ 6
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*+3 damage per bullet when using ranged weapons
 
*+3 damage per bullet when using ranged weapons
 
| [[#Burster|Burster]]
 
| [[#Burster|Burster]]
|-
+
| [[#Ammo Loader|Ammo Loader]]
|<span id="Death Sense"></span>Death Sense
+
|- id="Death Sense"
 +
| Death Sense
 
| 6
 
| 6
 
| [[Luck]] ≥ 6
 
| [[Luck]] ≥ 6
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*Penetrates 20% of your targets' total DR if they're below 50% max HP
 
*Penetrates 20% of your targets' total DR if they're below 50% max HP
 
| [[#Burster|Burster]]
 
| [[#Burster|Burster]]
|-
+
| style="text-align:center" | —
|<span id="More Ranged Damage"></span>More Ranged Damage
+
|- id="More Ranged Damage"
 +
| More Ranged Damage
 
| 15
 
| 15
 
| [[Perception]] ≥ 8
 
| [[Perception]] ≥ 8
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*+4 damage per bullet when using ranged weapons
 
*+4 damage per bullet when using ranged weapons
 
| [[#Burster|Burster]]
 
| [[#Burster|Burster]]
|-
+
| style="text-align:center" | —
|<span id="Deadeye"></span>Deadeye
+
|- id="Deadeye"
 +
| Deadeye
 
| 6
 
| 6
 
| [[Agility]] ≥ 6
 
| [[Agility]] ≥ 6
 
|
 
|
 
*Reduces [[Aimed Attack|aimed attack]] penalties: accuracy and attack delay by 50%, AP cost by 1 AP
 
*Reduces [[Aimed Attack|aimed attack]] penalties: accuracy and attack delay by 50%, AP cost by 1 AP
 +
*Improves [[critical rate]] by 500 ms
 
| [[#Deadly Momentum|Deadly Momentum]]
 
| [[#Deadly Momentum|Deadly Momentum]]
|-
+
| style="text-align:center" | —
|<span id="Bonus Damage Multi"></span>Bonus Damage Multi
+
|- id="Bonus Damage Multi"
 +
| Bonus Damage Multi
 
| 6
 
| 6
 
| [[Perception]] ≥ 6
 
| [[Perception]] ≥ 6
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*+10% to maximum damage
 
*+10% to maximum damage
 
| [[#Deadly Momentum|Deadly Momentum]]
 
| [[#Deadly Momentum|Deadly Momentum]]
|-
+
| style="text-align:center" | —
|<span id="Focused Striker"></span>Focused Striker
+
|- id="Focused Striker"
 +
| Focused Striker
 
| 9
 
| 9
 
| [[Perception]] ≥ 8
 
| [[Perception]] ≥ 8
 
|
 
|
*Grants +2% Damage Multiplier and +2% Critical Damage every second you don't attack (maximum stacks: 50)
+
*Grants +2% damage multiplier and +2% critical damage every second you don't attack (maximum stacks: 50)
 
*The usual rule that all incoming damage in PvP must be halved if it's above 350, and then halved again if it's still above 300, does not apply when delivering a fully charged (50/50 stacks) Focused Strike
 
*The usual rule that all incoming damage in PvP must be halved if it's above 350, and then halved again if it's still above 300, does not apply when delivering a fully charged (50/50 stacks) Focused Strike
 
| [[#Deadly Momentum|Deadly Momentum]]
 
| [[#Deadly Momentum|Deadly Momentum]]
|-
+
| style="text-align:center" | —
|<span id="Iron Limbs"></span>Iron Limbs<br>(a.k.a. Iron Grip)
+
|- id="Iron Limbs"
 +
| Iron Limbs<br>(a.k.a. Iron Grip)
 
| 3
 
| 3
 
| [[Agility]] ≥ 6
 
| [[Agility]] ≥ 6
 
|
 
|
*You never [[Critical_Hit#Critical_Effect|drop your weapon]]
+
*You never [[Critical hit#Critical effects|drop your weapon]]
*Grants +8% resistance to crippled limbs for each point of [[Agility]]
+
*Grants +8% resistance to crippled limbs ([[critical effect]] only) for each point of [[Agility]]
 
| [[#Iron Man|Iron Man]]
 
| [[#Iron Man|Iron Man]]
|-
+
| style="text-align:center" | —
|<span id="Man of Steel"></span>Man of Steel
+
|- id="Man of Steel"
 +
| Man of Steel
 
| 15
 
| 15
 
| [[Endurance]] ≥ 6
 
| [[Endurance]] ≥ 6
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*+25% critical chance resistance
 
*+25% critical chance resistance
 
*+50% critical power resistance
 
*+50% critical power resistance
*+8% resistance to armor bypass for each point of [[Endurance]]  
+
*+8% resistance to armor bypass ([[critical effect]] only) for each point of [[Endurance]]  
 
| [[#Iron Man|Iron Man]]
 
| [[#Iron Man|Iron Man]]
|-
+
| style="text-align:center" | —
|<span id="Unbreakable"></span>Unbreakable
+
|- id="Unbreakable"
 +
| Unbreakable
 
| 12
 
| 12
 
| [[Strength]] ≥ 8
 
| [[Strength]] ≥ 8
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*You cannot be critically hit twice in a row
 
*You cannot be critically hit twice in a row
 
| [[#Iron Man|Iron Man]]
 
| [[#Iron Man|Iron Man]]
|-
+
| style="text-align:center" | —
|<span id="Living Anatomy"></span>Living Anatomy
+
|- id="Living Anatomy"
 +
| Living Anatomy
 
| 12
 
| 12
 
| [[Intelligence]] ≥ 6
 
| [[Intelligence]] ≥ 6
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*Adds 200 to [[First Aid]]'s critical fail roll, effectively disabling critical fails if your FA ≥ 250%
 
*Adds 200 to [[First Aid]]'s critical fail roll, effectively disabling critical fails if your FA ≥ 250%
 
| [[#Lethal Death|Lethal Death]]
 
| [[#Lethal Death|Lethal Death]]
|-
+
| style="text-align:center" | —
|<span id="Gunner"></span>Gunner
+
|- id="Gunner"
 +
| Gunner
 
| 3
 
| 3
 
| [[Intelligence]] ≥ 6
 
| [[Intelligence]] ≥ 6
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*Converts all bonus damage per bullet into lethal damage
 
*Converts all bonus damage per bullet into lethal damage
 
| [[#Lethal Death|Lethal Death]]
 
| [[#Lethal Death|Lethal Death]]
|-
+
| [[#Ammo Loader|Ammo Loader]]
|<span id="Weapon Handling"></span>Weapon Handling
+
|- id="Weapon Handling"
 +
| Weapon Handling
 
| 3
 
| 3
 
| [[Charisma]] ≥ 6
 
| [[Charisma]] ≥ 6
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*+25% [[lethal damage]]
 
*+25% [[lethal damage]]
 
| [[#Lethal Death|Lethal Death]]
 
| [[#Lethal Death|Lethal Death]]
|-
+
| style="text-align:center" | —
|<span id="Better Criticals"></span>Better Criticals
+
|- id="Better Criticals"
 +
| Better Criticals
 
| 12
 
| 12
 
| [[Luck]] ≥ 8
 
| [[Luck]] ≥ 8
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*Aimed attacks deal +50% critical damage
 
*Aimed attacks deal +50% critical damage
 
| [[#Marksman|Marksman]]
 
| [[#Marksman|Marksman]]
|-
+
| style="text-align:center" | —
|<span id="Hit the Gaps"></span>Hit the Gaps
+
|- id="Hit the Gaps"
 +
| Hit the Gaps
 
| 12
 
| 12
 
| [[Charisma]] ≥ 8
 
| [[Charisma]] ≥ 8
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*Reduces your target's body armor's critical modifiers by 80%
 
*Reduces your target's body armor's critical modifiers by 80%
 
| [[#Marksman|Marksman]]
 
| [[#Marksman|Marksman]]
|-
+
| style="text-align:center" | —
|<span id="Spray and Pray"></span>Spray and Pray
+
|- id="Spray and Pray"
 +
| Spray and Pray
 
| 6
 
| 6
 
| [[Luck]] ≥ 6
 
| [[Luck]] ≥ 6
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*Removes critical chance cap
 
*Removes critical chance cap
 
| [[#Marksman|Marksman]]
 
| [[#Marksman|Marksman]]
|-
+
| [[#Anti-Sneaker|Anti-Sneaker]]
|<span id="Healer"></span>Healer
+
|- id="Healer"
 +
| Healer
 
| 3
 
| 3
 
| [[Endurance]] ≥ 6
 
| [[Endurance]] ≥ 6
 
|  
 
|  
 
*+50-100 hit points restored when using [[First Aid]]
 
*+50-100 hit points restored when using [[First Aid]]
*+10% [[Movement Speed]] when your health drops below 50%
+
*+10% [[movement speed]] when your health drops below 50%
 +
*Using [[First Aid]] on a [[bleed]]ing target removes one Bleed stack
 
| [[#Medicine Doctor|Medicine Doctor]]
 
| [[#Medicine Doctor|Medicine Doctor]]
|-
+
| style="text-align:center" | —
|<span id="Medic"></span>Medic
+
|- id="Medic"
 +
| Medic
 
| 15
 
| 15
 
| [[Intelligence]] ≥ 8
 
| [[Intelligence]] ≥ 8
 
|
 
|
*-75% to [[First Aid]] and [[Doctor]] cooldowns
+
*[[First Aid]] cooldown reduced by 75%
 
*+15-30 hit points restored when using [[First Aid]]
 
*+15-30 hit points restored when using [[First Aid]]
*Being hit reduces Shield ([[SPECIAL|Intelligence Mastery]] effect) cooldown to 30 seconds
+
*[[Doctor]] cooldown reduced by 50%
 +
*[[Doctor]] is able to cleanse negative action points from the target
 +
*Being hit reduces Shield ([[SPECIAL|Intelligence mastery]] effect) cooldown to 30 seconds
 
| [[#Medicine Doctor|Medicine Doctor]]
 
| [[#Medicine Doctor|Medicine Doctor]]
|-
+
| style="text-align:center" | —
|<span id="Surgeon"></span>Surgeon
+
|- id="Surgeon"
 +
| Surgeon
 
| 3
 
| 3
 
| [[Intelligence]] ≥ 6
 
| [[Intelligence]] ≥ 6
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*[[Doctor]] increases your accuracy
 
*[[Doctor]] increases your accuracy
 
| [[#Medicine Doctor|Medicine Doctor]]
 
| [[#Medicine Doctor|Medicine Doctor]]
|-
+
| style="text-align:center" | —
|<span id="Gain Charisma"></span>Gain Charisma
+
|- id="Gain Charisma"
 +
| Gain Charisma
 
| 3
 
| 3
 
| [[Charisma]] ≤ 19
 
| [[Charisma]] ≤ 19
Line 286: Line 323:
 
*+5 [[Charisma]] for class SPECIAL scaling calculation
 
*+5 [[Charisma]] for class SPECIAL scaling calculation
 
| [[#Mysterious Stranger|Mysterious Stranger]]
 
| [[#Mysterious Stranger|Mysterious Stranger]]
|-
+
| style="text-align:center" | —
|<span id="Cult of Personality"></span>Cult of Personality
+
|- id="Cult of Personality"
 +
| Cult of Personality
 
| 3
 
| 3
 
| [[Charisma]] ≥ 8
 
| [[Charisma]] ≥ 8
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*+40% damage to targets whose Raider/Wastelander reputation balance opposes yours; if there's a tie, the bonus applies against other neutrals
 
*+40% damage to targets whose Raider/Wastelander reputation balance opposes yours; if there's a tie, the bonus applies against other neutrals
 
| [[#Mysterious Stranger|Mysterious Stranger]]
 
| [[#Mysterious Stranger|Mysterious Stranger]]
|-
+
| style="text-align:center" | —
|<span id="Party Member"></span>Party Member
+
|- id="Party Member"
 +
| Party Member
 
| 3
 
| 3
 
| [[Charisma]] ≥ 6
 
| [[Charisma]] ≥ 6
Line 303: Line 342:
 
*Increases healing received by allies by 33%
 
*Increases healing received by allies by 33%
 
*Reduces friendly fire damage by 80%
 
*Reduces friendly fire damage by 80%
*Faction members/NPC companions on the same map as you gain 5% damage and 1% damage protection (this buff stacks if multiple allied characters on the map have the perk)
+
*Faction members/NPC companions on the same map as you gain 5% damage and 1% [[Damage Protection]] (this buff stacks if multiple allied characters on the map have the perk)
 
| [[#Mysterious Stranger|Mysterious Stranger]]
 
| [[#Mysterious Stranger|Mysterious Stranger]]
|-
+
| [[#Tower Defense|Tower Defense]]
|<span id="Demolition Boy"></span>Demolition Boy
+
|- id="Demolition Boy"
 +
| Demolition Boy
 
| 6
 
| 6
 
| [[Strength]] ≥ 6
 
| [[Strength]] ≥ 6
Line 312: Line 352:
 
*Grants your AoE effects 10% more damage and expands their radius by 1 hex
 
*Grants your AoE effects 10% more damage and expands their radius by 1 hex
 
| [[#Nader|Nader]]
 
| [[#Nader|Nader]]
|-
+
| style="text-align:center" | —
|<span id="Heave Ho!"></span>Heave Ho!
+
|- id="Heave Ho!"
 +
| Heave Ho!
 
| 6
 
| 6
 
| [[Strength]] ≥ 6
 
| [[Strength]] ≥ 6
Line 320: Line 361:
 
*Grants [[Throwing]] weapons +30% [[DR]] penetration  
 
*Grants [[Throwing]] weapons +30% [[DR]] penetration  
 
| [[#Nader|Nader]]
 
| [[#Nader|Nader]]
|-
+
| style="text-align:center" | —
|<span id="Hit and Run"></span>Hit and Run
+
|- id="Hit and Run"
 +
| Hit and Run
 
| 9
 
| 9
 
| [[Agility]] ≥ 6
 
| [[Agility]] ≥ 6
 
|
 
|
*Doubles [[Movement Speed]] for 3 seconds after a melee/throwing attack or using First Aid/Doctor on another character
+
*Doubles [[movement speed]] for 3 seconds after a melee/throwing attack or using First Aid/Doctor on another character
 
*Reduces the duration of [[Slow]]s applied to you by 50%  
 
*Reduces the duration of [[Slow]]s applied to you by 50%  
 
| [[#Nader|Nader]]
 
| [[#Nader|Nader]]
|-
+
| style="text-align:center" | —
|<span id="Gain Perception"></span>Gain Perception
+
|- id="Gain Perception"
 +
| Gain Perception
 
| 3
 
| 3
 
| [[Perception]] ≤ 19
 
| [[Perception]] ≤ 19
Line 336: Line 379:
 
*+5 [[Perception]] for class SPECIAL scaling calculation
 
*+5 [[Perception]] for class SPECIAL scaling calculation
 
| [[#Ninja|Ninja]]
 
| [[#Ninja|Ninja]]
|-
+
| [[#Anti-Sneaker|Anti-Sneaker]]
|<span id="Ghost"></span>Ghost
+
|- id="Ghost"
 +
| Ghost
 
| 6
 
| 6
 
| [[Perception]] ≥ 6
 
| [[Perception]] ≥ 6
Line 343: Line 387:
 
*+100 [[Sneak]] if there's a wall within 5 hexes
 
*+100 [[Sneak]] if there's a wall within 5 hexes
 
| [[#Ninja|Ninja]]
 
| [[#Ninja|Ninja]]
|-
+
| style="text-align:center" | —
|<span id="Silent Running"></span>Silent Running
+
|- id="Silent Running"
 +
| Silent Running
 
| 6
 
| 6
 
| [[Agility]] ≥ 6
 
| [[Agility]] ≥ 6
 
|
 
|
*Back attacks [[Critical Hit|autocrit]] when you're unarmed, using melee weapons or firing one-handed guns  
+
*Back attacks always [[Critical hit|crit]] when you're unarmed, using melee weapons or firing one-handed guns  
 
*Enables sneaking and running at the same time
 
*Enables sneaking and running at the same time
 
| [[#Ninja|Ninja]]
 
| [[#Ninja|Ninja]]
|-
+
| style="text-align:center" | —
|<span id="Bonus Battle Stats"></span>Bonus Battle Stats
+
|- id="Bonus Battle Stats"
 +
| Bonus Battle Stats
 
| 6
 
| 6
 
| [[Perception]] ≥ 6
 
| [[Perception]] ≥ 6
Line 360: Line 406:
 
*+3 weapon range (ranged weapons only)
 
*+3 weapon range (ranged weapons only)
 
| [[#Pyro!|Pyro!]]
 
| [[#Pyro!|Pyro!]]
|-
+
| style="text-align:center" | —
|<span id="Firefighter"></span>Firefighter
+
|- id="Firefighter"
 +
| Firefighter
 
| 3
 
| 3
 
| [[Intelligence]] ≥ 6
 
| [[Intelligence]] ≥ 6
Line 368: Line 415:
 
*Reduces attacker's maximum melee power by 35%
 
*Reduces attacker's maximum melee power by 35%
 
*Grants immunity to [[#Pyromaniac|Pyromaniac]], [[#Pyro!|Pyro!]], and tier 3 [[Implants#Phoenix_Module|Phoenix Module]] bonuses
 
*Grants immunity to [[#Pyromaniac|Pyromaniac]], [[#Pyro!|Pyro!]], and tier 3 [[Implants#Phoenix_Module|Phoenix Module]] bonuses
*+8% [[Confusion]] resistance per point of [[Intelligence]]
+
*+8% [[Confusion]] ([[critical effect]] only) resistance per point of [[Intelligence]]
 
| [[#Pyro!|Pyro!]]
 
| [[#Pyro!|Pyro!]]
|-
+
| style="text-align:center" | —
|<span id="Pyromaniac"></span>Pyromaniac
+
|- id="Pyromaniac"
 +
| Pyromaniac
 
| 9
 
| 9
 
| [[Endurance]] ≥ 6
 
| [[Endurance]] ≥ 6
Line 377: Line 425:
 
*+2% fire damage for every percentage point of character size difference when attacking targets smaller than you
 
*+2% fire damage for every percentage point of character size difference when attacking targets smaller than you
 
| [[#Pyro!|Pyro!]]
 
| [[#Pyro!|Pyro!]]
|-
+
| style="text-align:center" | —
|<span id="Bonus AP Regen"></span>Bonus AP Regen
+
|- id="Bonus AP Regen"
 +
| Bonus AP Regen
 
| 3
 
| 3
 
| [[Agility]] ≥ 6
 
| [[Agility]] ≥ 6
Line 385: Line 434:
 
*Restores 20% of your action points on kill  
 
*Restores 20% of your action points on kill  
 
| [[#Quartermaster|Quartermaster]]
 
| [[#Quartermaster|Quartermaster]]
|-
+
| [[#Bonus Rapid Fire|Bonus&nbsp;Rapid&nbsp;Fire]]
|<span id="Earlier Sequence"></span>Earlier Sequence
+
|- id="Earlier Sequence"
 +
| Earlier Sequence
 
| 3
 
| 3
 
| [[Perception]] ≥ 5
 
| [[Perception]] ≥ 5
Line 393: Line 443:
 
*+25 to the AC Mod of your [[ammo]]
 
*+25 to the AC Mod of your [[ammo]]
 
| [[#Quartermaster|Quartermaster]]
 
| [[#Quartermaster|Quartermaster]]
|-
+
| style="text-align:center" | —
|<span id="Quick Pockets"></span>Quick Pockets
+
|- id="Quick Pockets"
 +
| Quick Pockets
 
| 3
 
| 3
 
| [[Agility]] ≥ 5
 
| [[Agility]] ≥ 5
Line 401: Line 452:
 
*-1 [[AP]] cost of using super stimpaks/bloodpacks
 
*-1 [[AP]] cost of using super stimpaks/bloodpacks
 
*Allows you to load your [[shotguns]] twice as fast (inserting two shells at a time)
 
*Allows you to load your [[shotguns]] twice as fast (inserting two shells at a time)
*Your healing [[drugs]] restore 15% more hit points
+
*+15% [[healing received]]
 
| [[#Quartermaster|Quartermaster]]
 
| [[#Quartermaster|Quartermaster]]
|-
+
| style="text-align:center" | —
|<span id="Cowboy"></span>Cowboy
+
|- id="Cowboy"
 +
| Cowboy
 
| 3
 
| 3
 
| [[Agility]] ≥ 8
 
| [[Agility]] ≥ 8
Line 411: Line 463:
 
*Grants pistols 40% reduced attack delay and 10% higher range  
 
*Grants pistols 40% reduced attack delay and 10% higher range  
 
| [[#Quick Fingers|Quick Fingers]]
 
| [[#Quick Fingers|Quick Fingers]]
|-
+
| [[#Pistolero|Pistolero]]
|<span id="Fast Attacks"></span>Fast Attacks
+
|- id="Fast Attacks"
 +
| Fast Attacks
 
| 9
 
| 9
 
| [[Agility]] ≥ 6
 
| [[Agility]] ≥ 6
Line 418: Line 471:
 
*Reduces attack delay by 200
 
*Reduces attack delay by 200
 
| [[#Quick Fingers|Quick Fingers]]
 
| [[#Quick Fingers|Quick Fingers]]
|-
+
| style="text-align:center" | —
|<span id="Bonus Rate of Fire"></span>Bonus Rate of Fire
+
|- id="Bonus Rate of Fire"
 +
| Bonus Rate of Fire
 
| 18
 
| 18
 
| [[Agility]] ≥ 8
 
| [[Agility]] ≥ 8
Line 425: Line 479:
 
*-1 [[AP]] to ranged attack cost, except if throwing melee-class items
 
*-1 [[AP]] to ranged attack cost, except if throwing melee-class items
 
| [[#Quick Fingers|Quick Fingers]]
 
| [[#Quick Fingers|Quick Fingers]]
|-
+
| [[#Bonus Rapid Fire|Bonus Rapid Fire]]
|<span id="Awareness"></span>Awareness
+
|- id="Awareness"
 +
| Awareness
 
| 3
 
| 3
 
| [[Perception]] ≥ 6
 
| [[Perception]] ≥ 6
Line 436: Line 491:
 
*After a sneaker within 50 hexes of you fires a weapon, Awareness automatically marks their position
 
*After a sneaker within 50 hexes of you fires a weapon, Awareness automatically marks their position
 
| [[#Ranger|Ranger]]
 
| [[#Ranger|Ranger]]
|-
+
| [[#Anti-Sneaker|Anti-Sneaker]]
|<span id="Right between the Eyes"></span>Right between the Eyes
+
|- id="Right between the Eyes"
 +
| Right between the Eyes
 
| 15
 
| 15
 
| [[Perception]] ≥ 8
 
| [[Perception]] ≥ 8
Line 443: Line 499:
 
*-90% to your target's helmet's critical modifiers
 
*-90% to your target's helmet's critical modifiers
 
| [[#Ranger|Ranger]]
 
| [[#Ranger|Ranger]]
|-
+
| [[#Pistolero|Pistolero]]
|<span id="Sharpshooter"></span>Sharpshooter
+
|- id="Sharpshooter"
 +
| Sharpshooter
 
| 6
 
| 6
 
| [[Perception]] ≥ 8
 
| [[Perception]] ≥ 8
Line 452: Line 509:
 
*Doubles your accuracy
 
*Doubles your accuracy
 
| [[#Ranger|Ranger]]
 
| [[#Ranger|Ranger]]
|-
+
| style="text-align:center" | —
|<span id="Gain Luck"></span>Gain Luck
+
|- id="Gain Luck"
 +
| Gain Luck
 
| 3
 
| 3
 
| [[Luck]] ≤ 19
 
| [[Luck]] ≤ 19
Line 460: Line 518:
 
*+5 [[Luck]] for class SPECIAL scaling calculation
 
*+5 [[Luck]] for class SPECIAL scaling calculation
 
| [[#Slayer|Slayer]]
 
| [[#Slayer|Slayer]]
|-
+
| style="text-align:center" | —
|<span id="Even More Criticals"></span>Even More Criticals
+
|- id="Even More Criticals"
 +
| Even More Criticals
 
| 6
 
| 6
 
| [[Luck]] ≥ 8
 
| [[Luck]] ≥ 8
Line 468: Line 527:
 
*+1% additional critical hit chance for every critical hit chance bonus that currently applies to your character (from drugs, perks/traits, class-specific effects, etc.)
 
*+1% additional critical hit chance for every critical hit chance bonus that currently applies to your character (from drugs, perks/traits, class-specific effects, etc.)
 
| [[#Slayer|Slayer]]
 
| [[#Slayer|Slayer]]
|-
+
| style="text-align:center" | —
|<span id="More Critical"></span>More Critical
+
|- id="More Critical"
 +
| More Critical
 
| 3
 
| 3
 
| [[Luck]] ≥ 6
 
| [[Luck]] ≥ 6
Line 476: Line 536:
 
*+1% additional critical hit chance for aimed attacks per point of Luck  
 
*+1% additional critical hit chance for aimed attacks per point of Luck  
 
| [[#Slayer|Slayer]]
 
| [[#Slayer|Slayer]]
|-
+
| [[#Pistolero|Pistolero]]
|<span id="Action Boy"></span>Action Boy
+
|- id="Action Boy"
 +
| Action Boy
 
| 12
 
| 12
 
| [[Agility]] ≥ 6
 
| [[Agility]] ≥ 6
Line 484: Line 545:
 
*+50 [[AP Regen]]
 
*+50 [[AP Regen]]
 
| [[#Speedboy|Speedboy]]
 
| [[#Speedboy|Speedboy]]
|-
+
| [[#Bonus Rapid Fire|Bonus Rapid Fire]]
|<span id="Bonus Move"></span>Bonus Move
+
|- id="Bonus Move"
 +
| Bonus Move
 
| 3
 
| 3
 
| [[Agility]] ≥ 6
 
| [[Agility]] ≥ 6
 
|
 
|
 
*+2 [[TB]] movement-only [[AP]]s
 
*+2 [[TB]] movement-only [[AP]]s
*+10% [[Movement Speed]]
+
*+10% [[movement speed]]
 
| [[#Speedboy|Speedboy]]
 
| [[#Speedboy|Speedboy]]
|-
+
| style="text-align:center" | —
|<span id="Gain Agility"></span>Gain Agility
+
|- id="Gain Agility"
 +
| Gain Agility
 
| 3
 
| 3
 
| [[Agility]] ≤ 19
 
| [[Agility]] ≤ 19
Line 500: Line 563:
 
*+5 [[Agility]] for class SPECIAL scaling calculation
 
*+5 [[Agility]] for class SPECIAL scaling calculation
 
| [[#Speedboy|Speedboy]]
 
| [[#Speedboy|Speedboy]]
|-
+
| style="text-align:center" | —
|<span id="Gain Intelligence"></span>Gain Intelligence
+
|- id="Gain Intelligence"
 +
| Gain Intelligence
 
| 3
 
| 3
 
| [[Intelligence]] ≤ 19
 
| [[Intelligence]] ≤ 19
Line 508: Line 572:
 
*+5 [[Intelligence]] for class SPECIAL scaling calculation
 
*+5 [[Intelligence]] for class SPECIAL scaling calculation
 
| [[#Stealth Master|Stealth Master]]
 
| [[#Stealth Master|Stealth Master]]
|-
+
| style="text-align:center" | —
|<span id="Phantom Presence"></span>Phantom Presence
+
|- id="Phantom Presence"
 +
| Phantom Presence
 
| 18
 
| 18
 
| [[Luck]] ≥ 8
 
| [[Luck]] ≥ 8
Line 516: Line 581:
 
*Your unaimed attacks gain +30% critical power and +60% critical damage while you're sneaking
 
*Your unaimed attacks gain +30% critical power and +60% critical damage while you're sneaking
 
| [[#Stealth Master|Stealth Master]]
 
| [[#Stealth Master|Stealth Master]]
|-
+
| style="text-align:center" | —
|<span id="Undetected"></span>Undetected
+
|- id="Undetected"
 +
| Undetected
 
| 3
 
| 3
 
| [[Charisma]] ≥ 6
 
| [[Charisma]] ≥ 6
Line 524: Line 590:
 
*Reduces opponents' sneak detection by 33%
 
*Reduces opponents' sneak detection by 33%
 
| [[#Stealth Master|Stealth Master]]
 
| [[#Stealth Master|Stealth Master]]
|-
+
| style="text-align:center" | —
|<span id="Adrenaline Rush"></span>Adrenaline Rush
+
|- id="Adrenaline Rush"
 +
| Adrenaline Rush
 
| 3
 
| 3
 
| [[Charisma]] ≥ 6
 
| [[Charisma]] ≥ 6
Line 540: Line 607:
 
| ≥ 75% || 3 || 15
 
| ≥ 75% || 3 || 15
 
|}
 
|}
*Grants +8% [[Slow]] resistance for each point of [[Charisma]]
+
*Grants +8% [[Slow]] ([[critical effect]] only) resistance for each point of [[Charisma]]
 
*Increases character size by 0.2% for every 1% of missing HP
 
*Increases character size by 0.2% for every 1% of missing HP
 
| [[#Tank (perk synergy)|Tank]]
 
| [[#Tank (perk synergy)|Tank]]
|-
+
| style="text-align:center" | —
|<span id="Lethal Protection"></span>Lethal Protection
+
|- id="Lethal Protection"
 +
| Lethal Protection
 
| 12
 
| 12
 
| [[Perception]] ≥ 6
 
| [[Perception]] ≥ 6
 
|
 
|
 
*Lethal damage doesn't bypass your DR
 
*Lethal damage doesn't bypass your DR
*Reduces [[Critical_Hit#Critical_Effect|death effect]] damage by 8% per point of Perception
+
*Reduces the [[Critical_hit#Critical_effects|"Death" effect]] damage by 8% per point of Perception
 
| [[#Tank (perk synergy)|Tank]]
 
| [[#Tank (perk synergy)|Tank]]
|-
+
| style="text-align:center" | —
|<span id="Toughness"></span>Toughness
+
|- id="Toughness"
 +
| Toughness
 
| 6
 
| 6
 
| [[Endurance]] ≥ 4
 
| [[Endurance]] ≥ 4
Line 560: Line 629:
 
*Lowers 1-hex burst damage by 25%
 
*Lowers 1-hex burst damage by 25%
 
| [[#Tank (perk synergy)|Tank]]
 
| [[#Tank (perk synergy)|Tank]]
|-
+
| style="text-align:center" | —
|<span id="Cybernetic Eye"></span>Cybernetic Eye
+
|- id="Cybernetic Eye"
 +
| Cybernetic Eye
 
| 6
 
| 6
 
| [[Perception]] ≥ 6
 
| [[Perception]] ≥ 6
Line 568: Line 638:
 
*Your aimed attacks deal 1% extra damage per percentage point of character size difference against targets bigger than you
 
*Your aimed attacks deal 1% extra damage per percentage point of character size difference against targets bigger than you
 
| [[#Technician|Technician]]
 
| [[#Technician|Technician]]
|-
+
| style="text-align:center" | —
|<span id="Gain Implants"></span>Gain Implants
+
|- id="Gain Implants"
 +
| Gain Implants
 
| 3
 
| 3
 
| [[Charisma]] ≥ 6
 
| [[Charisma]] ≥ 6
Line 575: Line 646:
 
*Increases [[Implants#SPECIAL_implants|SPECIAL implant]] limit by 3 and grants +5 [[Charisma]] for the combat implant limit calculation
 
*Increases [[Implants#SPECIAL_implants|SPECIAL implant]] limit by 3 and grants +5 [[Charisma]] for the combat implant limit calculation
 
| [[#Technician|Technician]]
 
| [[#Technician|Technician]]
|-
+
| style="text-align:center" | —
|<span id="Synthetic"></span>Synthetic
+
|- id="Synthetic"
 +
| Synthetic
 
| 18
 
| 18
 
| [[Charisma]] ≥ 8
 
| [[Charisma]] ≥ 8
Line 585: Line 657:
 
*+10% Laser, Plasma, and Electro DR penetration resistance
 
*+10% Laser, Plasma, and Electro DR penetration resistance
 
| [[#Technician|Technician]]
 
| [[#Technician|Technician]]
|-
+
| [[#Ammo Loader|Ammo Loader]]
|<span id="Lone Wanderer"></span>Lone Wanderer
+
|- id="Lone Wanderer"
 +
| Lone Wanderer
 
| 3
 
| 3
 
| [[Charisma]] ≥ 6
 
| [[Charisma]] ≥ 6
 
|
 
|
*If there are no players or NPCs from your faction/team within 20 hexes, you get +10% to all damage resistances and +30% to received healing
+
*If there are no players or NPCs from your faction/team within 20 hexes, you get +10% to all damage resistances and +30% to [[healing received]]
 
| [[#Undying|Undying]]
 
| [[#Undying|Undying]]
|-
+
| style="text-align:center" | —
|<span id="Providence"></span>Providence
+
|- id="Providence"
 +
| Providence
 
| 9
 
| 9
 
| [[Luck]] ≥ 8
 
| [[Luck]] ≥ 8
 
|
 
|
*You have a chance equal to your critical chance to block 75% of incoming damage
+
*You have a chance equal to your critical chance to gain 75% [[Damage Protection]] whenever you're hit
 
| [[#Undying|Undying]]
 
| [[#Undying|Undying]]
|-
+
| style="text-align:center" | —
|<span id="Stonewall"></span>Stonewall
+
|- id="Stonewall"
 +
| Stonewall
 
| 9
 
| 9
 
| [[Strength]] ≥ 6
 
| [[Strength]] ≥ 6
 
|
 
|
*+8% chance to avoid being knocked down/out per point of [[Strength]]
+
*+8% chance to avoid knockouts and lost turns ([[critical effect]]s only) per point of [[Strength]]
*Grants knockback immunity
+
*Grants knockdown ([[critical effect]] only) immunity
 +
*-4 to the distance of knockbacks targeting you (if the resulting distance is ≤ 0, you're effectively immune)
 +
*Reduces enemy [[Scout]]s' Luck by an amount equal to your Strength for the purpose of [[Scout]]'s [[Strike]] knockout chance calculation
 
| [[#Undying|Undying]]
 
| [[#Undying|Undying]]
|-
+
| style="text-align:center" | —
|<span id="Baiter"></span>Baiter
+
|- id="Baiter"
 +
| Baiter
 
| 6
 
| 6
 
| [[Charisma]] ≥ 6
 
| [[Charisma]] ≥ 6
Line 615: Line 693:
 
*Allows you to taunt all enemies within 30 hexes by using the Traps skill on yourself (Cooldown: 120 seconds)
 
*Allows you to taunt all enemies within 30 hexes by using the Traps skill on yourself (Cooldown: 120 seconds)
 
| [[#Vanishing Act|Vanishing Act]]
 
| [[#Vanishing Act|Vanishing Act]]
|-
+
| style="text-align:center" | —
|<span id="Crasher"></span>Crasher
+
|- id="Crasher"
 +
| Crasher
 
| 15
 
| 15
 
| [[Luck]] ≥ 8
 
| [[Luck]] ≥ 8
Line 622: Line 701:
 
*Your criticals ignore 50% of the target's melee power defense and bypass their melee DR penetration protection
 
*Your criticals ignore 50% of the target's melee power defense and bypass their melee DR penetration protection
 
| [[#Vanishing Act|Vanishing Act]]
 
| [[#Vanishing Act|Vanishing Act]]
|-
+
| style="text-align:center" | —
|<span id="Long Arms"></span>Long Arms
+
|- id="Long Arms"
 +
| Long Arms
 
| 15
 
| 15
 
| [[Strength]] ≥ 8
 
| [[Strength]] ≥ 8
Line 630: Line 710:
 
*Your 1-hex bonuses now also apply at the range of 2 hexes
 
*Your 1-hex bonuses now also apply at the range of 2 hexes
 
| [[#Vanishing Act|Vanishing Act]]
 
| [[#Vanishing Act|Vanishing Act]]
|-
+
| style="text-align:center" | —
|<span id="Atomic Savant"></span>Atomic Savant
+
|- id="Atomic Savant"
 +
| Atomic Savant
 
| 9
 
| 9
 
| [[Endurance]] ≥ 6
 
| [[Endurance]] ≥ 6
Line 638: Line 719:
 
*+8% plasma DR
 
*+8% plasma DR
 
| [[#Vigor Boost|Vigor Boost]]
 
| [[#Vigor Boost|Vigor Boost]]
|-
+
| style="text-align:center" | —
|<span id="Coolheaded"></span>Coolheaded
+
|- id="Coolheaded"
 +
| Coolheaded
 
| 3
 
| 3
 
| [[Charisma]] ≥ 6
 
| [[Charisma]] ≥ 6
 
|
 
|
*+8% [[Shock]] resistance for each point of [[Charisma]]
+
*+8% [[Shock]] ([[critical effect]] only) resistance for each point of [[Charisma]]
 
*Shortens the duration of [[Shock]], [[Slow]], [[Taunt]], [[Mark]], and [[Bewilderment]] by 30%
 
*Shortens the duration of [[Shock]], [[Slow]], [[Taunt]], [[Mark]], and [[Bewilderment]] by 30%
 
*+4% laser damage resistance
 
*+4% laser damage resistance
 
| [[#Vigor Boost|Vigor Boost]]
 
| [[#Vigor Boost|Vigor Boost]]
|-
+
| [[#Tower Defense|Tower Defense]]
|<span id="Muscular Physique"></span>Muscular Physique
+
|- id="Muscular Physique"
 +
| Muscular Physique
 
| 18
 
| 18
 
| [[Endurance]] ≥ 8
 
| [[Endurance]] ≥ 8
Line 656: Line 739:
 
*+6% electrical damage resistance
 
*+6% electrical damage resistance
 
| [[#Vigor Boost|Vigor Boost]]
 
| [[#Vigor Boost|Vigor Boost]]
|-
+
| style="text-align:center" | —
|<span id="Faster Healing"></span>Faster Healing
+
|- id="Faster Healing"
 +
| Faster Healing
 
| 3
 
| 3
 
| [[Endurance]] ≥ 6
 
| [[Endurance]] ≥ 6
 
|
 
|
*+15 [[Healing Rate]]
+
*+15 [[healing rate]]
*-5 [[Healing Rate]] cooldown
+
*-5 [[healing rate]] cooldown
*Healing drugs restore 25% more hit points to you
+
*+25% [[healing received]]
 
| [[#Vitality|Vitality]]
 
| [[#Vitality|Vitality]]
|-
+
| style="text-align:center" | —
|<span id="Gain Endurance"></span>Gain Endurance
+
|- id="Gain Endurance"
 +
| Gain Endurance
 
| 3
 
| 3
 
| [[Endurance]] ≤ 19
 
| [[Endurance]] ≤ 19
Line 673: Line 758:
 
*+5 [[Endurance]] for class SPECIAL scaling calculation
 
*+5 [[Endurance]] for class SPECIAL scaling calculation
 
| [[#Vitality|Vitality]]
 
| [[#Vitality|Vitality]]
|-
+
| style="text-align:center" | —
|<span id="Lifegiver"></span>Lifegiver
+
|- id="Lifegiver"
 +
| Lifegiver
 
| 12
 
| 12
 
| [[Endurance]] ≥ 5
 
| [[Endurance]] ≥ 5
Line 681: Line 767:
 
*[[Drugs]] that restore hit points have their attack delay reduced by 50%
 
*[[Drugs]] that restore hit points have their attack delay reduced by 50%
 
| [[#Vitality|Vitality]]
 
| [[#Vitality|Vitality]]
 +
| style="text-align:center" | —
 
|}
 
|}
  
 
== Perk synergies ==
 
== Perk synergies ==
{{:Perk synergies}}
+
'''Perk synergies''' are powerful bonuses that activate when their three associated [[level perks]] are acquired.
 +
 
 +
If your build already includes 2 out of 3 perks required to unlock a synergy bonus, it is always worth considering if getting the third, perhaps unappealing on its own, perk, and thus activating the synergy, wouldn't increase the build's power level more than picking a good perk that doesn't contribute to any synergy.
 +
 
 +
{| class="wikitable sortable" border="1"
 +
|-
 +
!Name
 +
!Perks
 +
!Bonus
 +
|- id="Adaptive Barrier"
 +
| Adaptive Barrier
 +
|
 +
*[[#Energy Deflection|Energy Deflection]]
 +
*[[#Reinforced Endurance|Reinforced Endurance]]
 +
*[[#Vital Shielding|Vital Shielding]]
 +
|
 +
*If your damage resistance (DR) is higher than your attacker's, you gain a damage multiplier equal to the difference between your DR and theirs. If your attacker's DR is higher than yours, you reduce ''their'' damage multiplier by the difference instead.
 +
|- id="Ammo Loader"
 +
| Ammo Loader
 +
|
 +
*[[#Bonus Ranged Damage|Bonus Ranged Damage]]
 +
*[[#Gunner|Gunner]]
 +
*[[#Synthetic|Synthetic]]
 +
|
 +
*Ammo placed in your second hand slot is fed into your weapon automatically at no AP cost
 +
|- id="Anti-Sneaker"
 +
| Anti-Sneaker
 +
|
 +
*[[#Awareness|Awareness]]
 +
*[[#Gain Perception|Gain Perception]]
 +
*[[#Spray and Pray|Spray and Pray]]
 +
|
 +
*When a sneaking player attacks you, their position is automatically marked
 +
*You receive 75% less incoming damage from attacks performed by players that are sneaking
 +
*You receive a 150% additive bonus to your damage multiplier against characters that are sneaking
 +
*You are restored to full health on killing a player character with the Sneaker class [[role]]
 +
|- id="Architect"
 +
| Architect
 +
|
 +
*[[#Animal Friend|Animal Friend]]
 +
*[[#Engineer|Engineer]]
 +
*[[#Turret Mechanic|Turret Mechanic]]
 +
|
 +
*Reduces turret building cooldown to 60 seconds and upgrades the weapon to a ''heavy'' double minigun. Explosive barrels are built 10 hexes ahead of the player, and the build cost is reduced to one advanced gunpowder and one good metal part. Sandbags are built three at a time, covering the player's frontside hexes. Land mines always cripple legs.
 +
|- id="Armor King"
 +
| Armor King
 +
|
 +
*[[#Dodger|Dodger]]
 +
*[[#Livewire|Livewire]]
 +
*[[#Quick Recovery|Quick Recovery]]
 +
|
 +
*-25 to attackers' [[Ammo|AC mod]]
 +
*+5% [[Damage Protection]]
 +
*+10 [[DT]] cap
 +
*-15% character size
 +
|- id="Bonus HtH Rapid"
 +
| Bonus HtH Rapid
 +
|
 +
*[[#Better HtH Criticals|Better HtH Criticals]]
 +
*[[#Gain Strength|Gain Strength]]
 +
*[[#In Your Face!|In Your Face!]]
 +
|
 +
*+5 [[Strength]] for [[Heavy Handed]] calculations
 +
*+100 [[AP Regen]] when using a melee weapon
 +
|- id="Bonus HtH Speed"
 +
| Bonus HtH Speed
 +
|
 +
*[[#Bonus HtH Attacks|Bonus HtH Attacks]]
 +
*[[#Bonus HtH Damage|Bonus HtH Damage]]
 +
*[[#Vampire|Vampire]]
 +
|
 +
*+10% [[movement speed]]
 +
*+0.3% [[movement speed]] for every 1% of character size above 100%
 +
*-10% [[attack delay]]
 +
|- id="Bonus Rapid Fire"
 +
| Bonus Rapid Fire
 +
|
 +
*[[#Action Boy|Action Boy]]
 +
*[[#Bonus Rate of Fire|Bonus Rate of Fire]]
 +
*[[#Bonus AP Regen|Bonus AP Regen]]
 +
|
 +
*Attacking/reloading costs 1 [[AP]] less
 +
|- id="Burster"
 +
| Burster
 +
|
 +
*[[#Bonus Ranged Damage|Bonus&nbsp;Ranged&nbsp;Damage]]
 +
*[[#Death Sense|Death Sense]]
 +
*[[#More Ranged Damage|More Ranged Damage]]
 +
|
 +
*+75% chance to deal +100% damage when attacking a target on an adjacent hex (a.k.a. "1-hexing")
 +
|- id="Deadly Momentum"
 +
| Deadly Momentum
 +
|
 +
*[[#Bonus Damage Multi|Bonus Damage Multi]]
 +
*[[#Deadeye|Deadeye]]
 +
*[[#Focused Striker|Focused Striker]]
 +
|
 +
*When Focused Strike is fully charged (50/50 stacks), your damage is doubled
 +
|- id="Iron Man"
 +
| Iron Man
 +
|
 +
*[[#Iron Limbs|Iron Limbs]]
 +
*[[#Man of Steel|Man of Steel]]
 +
*[[#Unbreakable|Unbreakable]]
 +
|
 +
*+30% critical chance resistance and critical roll resistance
 +
*-20% critical damage received
 +
|- id="Lethal Death"
 +
| Lethal Death
 +
|
 +
*[[#Gunner|Gunner]]
 +
*[[#Living Anatomy|Living Anatomy]]
 +
*[[#Weapon Handling|Weapon Handling]]
 +
|
 +
*+25% more lethal damage when the target is below 50% HP
 +
*+10% Lethality (hitting targets with max HP % below your Lethality % adds 2137 damage to your attack)
 +
|- id="Marksman"
 +
| Marksman
 +
|
 +
*[[#Better Criticals|Better Criticals]]
 +
*[[#Hit the Gaps|Hit the Gaps]]
 +
*[[#Spray and Pray|Spray and Pray]]
 +
|
 +
*+3% additional critical chance for aimed attacks per point of Luck (this stacks with the regular +4% bonus for a total of +7%)
 +
*150% [[critical power]] when the target is less than 30 hexes away
 +
*[[Critical rate]] improved by 200 ms
 +
|- id="Medicine Doctor"
 +
| Medicine Doctor
 +
|
 +
*[[#Healer|Healer]]
 +
*[[#Medic|Medic]]
 +
*[[#Surgeon|Surgeon]]
 +
|
 +
*Healing others also heals you for 50% of the amount
 +
*+20% DT penetration protection when below 50% HP
 +
*+30% DR penetration protection when below 50% HP
 +
|- id="Mysterious Stranger"
 +
| Mysterious&nbsp;Stranger
 +
|
 +
*[[#Cult of Personality|Cult of Personality]]
 +
*[[#Gain Charisma|Gain Charisma]]
 +
*[[#Party Member|Party Member]]
 +
|
 +
*All NPC companions gain 30% increased Damage Protection
 +
*Whenever you enter a new location, an NPC companion spawns: their gear tier matches yours; their build is randomized; their power level scales with the current patch number
 +
*Whenever you re-enter the battlefield during [[War Event]]s, two NPC soldiers spawn to fight alongside you; the effect has a 30-second cooldown
 +
|- id="Nader"
 +
| Nader
 +
|
 +
*[[#Demolition Boy|Demolition Boy]]
 +
*[[#Heave Ho!|Heave Ho!]]
 +
*[[#Hit and Run|Hit and Run]]
 +
|
 +
*Grenades gain weapon perks based on your armor perks, see [[Weapons#Grenade perks]] for details
 +
*+1 AP drained from your targets per hit
 +
|- id="Ninja"
 +
| Ninja
 +
|
 +
*[[#Gain Perception|Gain Perception]]
 +
*[[#Ghost|Ghost]]
 +
*[[#Silent Running|Silent Running]]
 +
|
 +
*+20 Stealth
 +
*+20 Stealth when next to a wall (stacks with the unconditional +20 for a total of +40)
 +
*-50% AP cost of activating sneak
 +
|- id="Pistolero"
 +
| Pistolero
 +
|
 +
*[[#Cowboy|Cowboy]]
 +
*[[#Right between the Eyes|Right between the Eyes]]
 +
*[[#More Critical|More Critical]]
 +
|
 +
*Hitting a player or an NPC target with an [[SG]] pistol applies one stack of a Pistolero-exclusive debuff that causes SG pistol attacks from any Pistolero to ignore 2% of the target's armor (or 5% on crit) per stack. The debuff lasts 5 seconds; adding stacks refreshes its duration, but if it expires, all stacks are lost. Several Pistoleros can apply and benefit from the stacking debuff as if they were one character.
 +
|- id="Pyro!"
 +
| Pyro!
 +
|
 +
*[[#Bonus Battle Stats|Bonus Battle Stats]]
 +
*[[#Firefighter|Firefighter]]
 +
*[[#Pyromaniac|Pyromaniac]]
 +
|
 +
*50% of [[Pyromaniac]]'s and [[Phoenix Module]]'s fire damage bonus gained as extra lethal damage
 +
*-10% to your targets' lethal damage defenses
 +
*+40% character size
 +
|- id="Quartermaster"
 +
| Quartermaster
 +
|
 +
*[[#Bonus AP Regen|Bonus AP Regen]]
 +
*[[#Earlier Sequence|Earlier Sequence]]
 +
*[[#Quick Pockets|Quick Pockets]]
 +
|
 +
*All tools function directly from inventory
 +
*Tool efficiency increased by 100%
 +
*Can use two medications at once
 +
*Carry weight is doubled
 +
*Motion sensors and armor require only 1 MFC to fully charge
 +
*The cost of discharging armor is halved
 +
*Swapping armor does not consume action points
 +
|- id="Quick Fingers"
 +
| Quick Fingers
 +
|
 +
*[[#Bonus Rate of Fire|Bonus Rate of Fire]]
 +
*[[#Cowboy|Cowboy]]
 +
*[[#Fast Attacks|Fast Attacks]]
 +
|
 +
*-50% attack delay for single shots (excluding melee and throwing)
 +
*+17% damage multiplier against targets larger than you
 +
|- id="Ranger"
 +
| Ranger
 +
|
 +
*[[#Awareness|Awareness]]
 +
*[[#Right&nbsp;between&nbsp;the&nbsp;Eyes|Right&nbsp;between&nbsp;the&nbsp;Eyes]]
 +
*[[#Sharpshooter|Sharpshooter]]
 +
|
 +
*+5 range for throwing and ranged weapons
 +
*+50% [[critical chance resistance]] penetration when the target is 60+ hexes away
 +
*+50% critical power resistance penetration when the target is 60+ hexes away
 +
*[[Critical rate]] improved by 200 ms
 +
|- id="Slayer"
 +
| Slayer
 +
|
 +
*[[#Even More Criticals|Even More Criticals]]
 +
*[[#Gain Luck|Gain Luck]]
 +
*[[#More Critical|More Critical]]
 +
|
 +
*+40 to [[critical roll]]
 +
*-80% to target's armor's critical roll protection
 +
*[[Critical rate]] improved by 500 ms
 +
|- id="Speedboy"
 +
| Speedboy
 +
|
 +
*[[#Action Boy|Action Boy]]
 +
*[[#Bonus Move|Bonus Move]]
 +
*[[#Gain Agility|Gain Agility]]
 +
|
 +
*+25% Bonus AP
 +
*+10% to [[movement speed]] bonus caps
 +
*-50% attack delay from using items that restore hit points
 +
*-50% reload cost
 +
|- id="Stealth Master"
 +
| Stealth Master
 +
|
 +
*[[#Gain Intelligence|Gain Intelligence]]
 +
*[[#Phantom Presence|Phantom Presence]]
 +
*[[#Undetected|Undetected]]
 +
|
 +
*Standing still and performing no actions for 5s after manually activating sneak mode out of combat while wearing leather armor lets you become completely invisible. There will be a purple <code>#</code> icon displayed next to your name tag to indicate that "ultra sneak" mode is active
 +
*Activating Sneak reduces combat timer to 5s
 +
*Whenever your HP drops below 0, you enter sneak mode automatically
 +
|- id="Tank (perk synergy)"
 +
| Tank
 +
|
 +
*[[#Adrenaline Rush|Adrenaline Rush]]
 +
*[[#Lethal Protection|Lethal Protection]]
 +
*[[#Toughness|Toughness]]
 +
|
 +
*+10 to all defensive rolls
 +
*-30% to attackers' melee damage
 +
*Minimum damage multiplier capped at 80%
 +
*+10% to damage multiplier against targets below your character size
 +
|- id="Technician"
 +
| Technician
 +
|
 +
*[[#Cybernetic Eye|Cybernetic Eye]]
 +
*[[#Gain Implants|Gain Implants]]
 +
*[[#Synthetic|Synthetic]]
 +
|
 +
*You can pick an additional level perk that can be changed at any time using the <code>~technician</code>, or <code>~tech</code> for short, command.<br>Note that picking a perk you already have will have no effect.
 +
|- id="Tower Defense"
 +
| Tower Defense
 +
|
 +
*[[#Party Member|Party Member]]
 +
*[[#Turret Mechanic|Turret Mechanic]]
 +
*[[#Coolheaded|Coolheaded]]
 +
|
 +
*Your turrets spawn with 10 seconds of damage immunity
 +
*Your sandbags spawn with 3 seconds of damage immunity
 +
|- id="Undying"
 +
| Undying
 +
|
 +
*[[#Lone Wanderer|Lone Wanderer]]
 +
*[[#Providence|Providence]]
 +
*[[#Stonewall|Stonewall]]
 +
|
 +
*When you die, you are automatically revived with 50% HP and given 5 seconds of damage immunity (Cooldown: 180 seconds)
 +
|- id="Vanishing Act"
 +
| Vanishing Act
 +
|
 +
*[[#Baiter|Baiter]]
 +
*[[#Crasher|Crasher]]
 +
*[[#Long Arms|Long Arms]]
 +
|
 +
*When hit by a player, you gain +500 Stealth for 1 second and automatically enter Sneak mode (Cooldown: 3 seconds)
 +
|- id="Vigor Boost"
 +
| Vigor Boost
 +
|
 +
*[[#Atomic Savant|Atomic Savant]]
 +
*[[#Coolheaded|Coolheaded]]
 +
*[[#Muscular Physique|Muscular Physique]]
 +
|
 +
*Whenever you take damage, you have a chance to gain 1 second of immunity based on your HP % after the hit.
 +
{| class="wikitable"
 +
!Your remaining hit points!!>90%!!76–90%!!51–75%!!26–50%!!11–25%!!1–10%!!<1%
 +
|-
 +
!Chance to gain immunity
 +
|0%||10%||15%||20%||30%||40%||50%
 +
|}
 +
|- id="Vitality"
 +
| Vitality
 +
|
 +
*[[#Faster Healing|Faster Healing]]
 +
*[[#Gain Endurance|Gain Endurance]]
 +
*[[#Lifegiver|Lifegiver]]
 +
|
 +
*[[Healing rate]] increased by 50%
 +
*Poison reduces your [[healing received]] multiplier by only 20% (down from 50%)
 +
*Bleeding reduces your [[healing received]] multiplier by only 20% (down from 50%)
 +
|}
  
 
[[Category:Perks]]
 
[[Category:Perks]]

Latest revision as of 01:43, 8 June 2026

Level perks are permanent character enhancements that can be selected at specific experience point thresholds (called "levels") to expand or boost your character's capabilities.

Each level perk has two requirements: a minimum value of its corresponding SPECIAL attribute, and a minimum character level. Note that temporary boosts (from drugs, armor perks, blessings, etc.) do not count towards the required minimum. Most characters are able to gain one level perk every 3 levels, for a total of 9 level perks at level 27, but there are exceptions: for example, the Chosen One has a significantly higher limit.

Related level perks synergize with one another, allowing you to unlock additional bonuses; see perk synergies for details.

All level perks available as of Patch 6.5 are listed in the table below.

Level perk requirements and bonuses, and related perk synergies
Name Lvl SPECIAL Bonus Synergy #1 Synergy #2
Vital Shielding 12 Endurance ≥ 6
  • Grants +1% damage resistance for every 100 current hit points you have; your negative HP capacity counts as current hit points for the purpose of this calculation
Adaptive Barrier
Energy Deflection 6 Strength ≥ 8
  • Reflects 60% of incoming laser and electrical damage back to the attacker within a range equal to your Strength x 4 (PvP only)
Adaptive Barrier
Reinforced Endurance 9 Endurance ≥ 6
  • Increases your damage resistance cap by 10% and reduces resistance penetration of incoming attacks by 5%
Adaptive Barrier
Turret Mechanic 18 Intelligence ≥ 8
  • Allows you to set up a double minigun turret that lasts for 120 seconds (cooldown: 180 seconds); the turret is vulnerable to EMP damage and costs 10 Good Metal Parts to build
Architect Tower Defense
Animal Friend 3 Charisma ≥ 6
  • Grants 40% extra hit points to all of your followers except humans and mutants
Architect
Engineer 12 Intelligence ≥ 6
  • Any objects you build deal 30% more damage; traps, sandbags, and turrets last 100% longer
Architect
Dodger 3 Agility ≥ 8
  • +150 AC
  • Incoming damage is reduced by 50% if the attacker is 40+ hexes away
Armor King
Livewire 3 Agility ≥ 6
  • Doubles your AC
  • Reduces your character size by 5%
  • Reduces attackers' Lethality by 5%
Armor King
Quick Recovery 3 Luck ≥ 6
  • Halves APs lost via knockdowns/knockouts
  • +8% AP Drain (critical effect only) resistance for each point of Luck
  • Increases your attackers' attack delay by 30%
Armor King
Gain Strength 3 Strength ≤ 19 Bonus HtH Rapid
Better HtH Criticals 15 Strength ≥ 8
  • +33% critical power when using melee weapons
  • +75% critical damage when using melee weapons
  • +20% critical chance resistance penetration when using melee weapons
Bonus HtH Rapid
In Your Face! 9 Agility ≥ 6 Bonus HtH Rapid
Bonus HtH Attacks 18 Agility ≥ 8
  • Reduces the cost of melee/unarmed attacks by 1 AP
  • +8 TB attacks (of any type, including ranged)
Bonus HtH Speed
Bonus HtH Damage 3 Strength ≥ 5 Bonus HtH Speed
Vampire 9 Endurance ≥ 8 Bonus HtH Speed
Bonus Ranged Damage 9 Perception ≥ 6
  • +3 damage per bullet when using ranged weapons
Burster Ammo Loader
Death Sense 6 Luck ≥ 6
  • Penetrates 30% of your targets' total DT if they're below 50% max HP
  • Penetrates 20% of your targets' total DR if they're below 50% max HP
Burster
More Ranged Damage 15 Perception ≥ 8
  • +4 damage per bullet when using ranged weapons
Burster
Deadeye 6 Agility ≥ 6 Deadly Momentum
Bonus Damage Multi 6 Perception ≥ 6
  • +17% damage multiplier
  • +10% to minimum damage
  • +10% to maximum damage
Deadly Momentum
Focused Striker 9 Perception ≥ 8
  • Grants +2% damage multiplier and +2% critical damage every second you don't attack (maximum stacks: 50)
  • The usual rule that all incoming damage in PvP must be halved if it's above 350, and then halved again if it's still above 300, does not apply when delivering a fully charged (50/50 stacks) Focused Strike
Deadly Momentum
Iron Limbs
(a.k.a. Iron Grip)
3 Agility ≥ 6 Iron Man
Man of Steel 15 Endurance ≥ 6
  • +25% critical chance resistance
  • +50% critical power resistance
  • +8% resistance to armor bypass (critical effect only) for each point of Endurance
Iron Man
Unbreakable 12 Strength ≥ 8
  • Increases critical damage resistance by 20%
  • You cannot be critically hit twice in a row
Iron Man
Living Anatomy 12 Intelligence ≥ 6
  • Adds 20 lethal damage to attacks against living organisms
  • Adds 200 to First Aid's critical fail roll, effectively disabling critical fails if your FA ≥ 250%
Lethal Death
Gunner 3 Intelligence ≥ 6
  • Converts 10% of your base damage to lethal damage; critical hits convert double the amount
  • Converts all bonus damage per bullet into lethal damage
Lethal Death Ammo Loader
Weapon Handling 3 Charisma ≥ 6 Lethal Death
Better Criticals 12 Luck ≥ 8
  • +25% critical power
  • Aimed attacks deal +50% critical damage
Marksman
Hit the Gaps 12 Charisma ≥ 8
  • Reduces your target's body armor's critical modifiers by 80%
Marksman
Spray and Pray 6 Luck ≥ 6
  • Removes critical chance cap
Marksman Anti-Sneaker
Healer 3 Endurance ≥ 6 Medicine Doctor
Medic 15 Intelligence ≥ 8
  • First Aid cooldown reduced by 75%
  • +15-30 hit points restored when using First Aid
  • Doctor cooldown reduced by 50%
  • Doctor is able to cleanse negative action points from the target
  • Being hit reduces Shield (Intelligence mastery effect) cooldown to 30 seconds
Medicine Doctor
Surgeon 3 Intelligence ≥ 6
  • +50 negative HP capacity
  • Using First Aid or Doctor refunds 2 APs
  • Your armor's condition loss is unaffected by attackers' Luck
  • Teammates below 1 HP are automatically marked
  • Doctor increases your accuracy
Medicine Doctor
Gain Charisma 3 Charisma ≤ 19 Mysterious Stranger
Cult of Personality 3 Charisma ≥ 8
  • +100 party points
  • Removes negative reputation effects
  • Doubles reputation gains/losses
  • +40% damage to targets whose Raider/Wastelander reputation balance opposes yours; if there's a tie, the bonus applies against other neutrals
Mysterious Stranger
Party Member 3 Charisma ≥ 6
  • Increases healing received by allies by 33%
  • Reduces friendly fire damage by 80%
  • Faction members/NPC companions on the same map as you gain 5% damage and 1% Damage Protection (this buff stacks if multiple allied characters on the map have the perk)
Mysterious Stranger Tower Defense
Demolition Boy 6 Strength ≥ 6
  • Grants your AoE effects 10% more damage and expands their radius by 1 hex
Nader
Heave Ho! 6 Strength ≥ 6 Nader
Hit and Run 9 Agility ≥ 6
  • Doubles movement speed for 3 seconds after a melee/throwing attack or using First Aid/Doctor on another character
  • Reduces the duration of Slows applied to you by 50%
Nader
Gain Perception 3 Perception ≤ 19 Ninja Anti-Sneaker
Ghost 6 Perception ≥ 6
  • +100 Sneak if there's a wall within 5 hexes
Ninja
Silent Running 6 Agility ≥ 6
  • Back attacks always crit when you're unarmed, using melee weapons or firing one-handed guns
  • Enables sneaking and running at the same time
Ninja
Bonus Battle Stats 6 Perception ≥ 6
  • +50 accuracy
  • +12% damage multiplier
  • +3 weapon range (ranged weapons only)
Pyro!
Firefighter 3 Intelligence ≥ 6 Pyro!
Pyromaniac 9 Endurance ≥ 6
  • +2% fire damage for every percentage point of character size difference when attacking targets smaller than you
Pyro!
Bonus AP Regen 3 Agility ≥ 6
  • +20% AP Regen
  • Restores 20% of your action points on kill
Quartermaster Bonus Rapid Fire
Earlier Sequence 3 Perception ≥ 5 Quartermaster
Quick Pockets 3 Agility ≥ 5
  • Halves your reload cost
  • -1 AP cost of using super stimpaks/bloodpacks
  • Allows you to load your shotguns twice as fast (inserting two shells at a time)
  • +15% healing received
Quartermaster
Cowboy 3 Agility ≥ 8
  • Grants +50 AP Regen if you have a one-handed weapon equipped
  • Grants pistols 40% reduced attack delay and 10% higher range
Quick Fingers Pistolero
Fast Attacks 9 Agility ≥ 6
  • Reduces attack delay by 200
Quick Fingers
Bonus Rate of Fire 18 Agility ≥ 8
  • -1 AP to ranged attack cost, except if throwing melee-class items
Quick Fingers Bonus Rapid Fire
Awareness 3 Perception ≥ 6
  • Displays other characters' damage type, their DT/DR against your damage type, and their critical chance/resistances
  • +5% maximum chance to hit
  • +25 Sneak detection
  • Displays players currently located in a given world map zone
  • After a sneaker within 50 hexes of you fires a weapon, Awareness automatically marks their position
Ranger Anti-Sneaker
Right between the Eyes 15 Perception ≥ 8
  • -90% to your target's helmet's critical modifiers
Ranger Pistolero
Sharpshooter 6 Perception ≥ 8
  • +2 Perception for sight range calculation
  • +1-10% DR penetration (randomized per attack)
  • Doubles your accuracy
Ranger
Gain Luck 3 Luck ≤ 19
  • +2 Luck
  • +5 Luck for class SPECIAL scaling calculation
Slayer
Even More Criticals 6 Luck ≥ 8
  • +10% to critical hit chance
  • +1% additional critical hit chance for every critical hit chance bonus that currently applies to your character (from drugs, perks/traits, class-specific effects, etc.)
Slayer
More Critical 3 Luck ≥ 6 Slayer Pistolero
Action Boy 12 Agility ≥ 6 Speedboy Bonus Rapid Fire
Bonus Move 3 Agility ≥ 6 Speedboy
Gain Agility 3 Agility ≤ 19 Speedboy
Gain Intelligence 3 Intelligence ≤ 19 Stealth Master
Phantom Presence 18 Luck ≥ 8
  • +10% Lethality while sneaking
  • Your unaimed attacks gain +30% critical power and +60% critical damage while you're sneaking
Stealth Master
Undetected 3 Charisma ≥ 6
  • +15 Stealth
  • Reduces opponents' sneak detection by 33%
Stealth Master
Adrenaline Rush 3 Charisma ≥ 6
  • Grants a DT/DR bonus based on the missing percentage of your maximum HP:
Total HP loss Total DT bonus Total DR bonus
≥ 25% 1 5
≥ 50% 2 10
≥ 75% 3 15
  • Grants +8% Slow (critical effect only) resistance for each point of Charisma
  • Increases character size by 0.2% for every 1% of missing HP
Tank
Lethal Protection 12 Perception ≥ 6
  • Lethal damage doesn't bypass your DR
  • Reduces the "Death" effect damage by 8% per point of Perception
Tank
Toughness 6 Endurance ≥ 4
  • +4 normal DT
  • +12 normal DR
  • Lowers 1-hex burst damage by 25%
Tank
Cybernetic Eye 6 Perception ≥ 6
  • Grants fire, normal, and explosive DR penetration to your aimed attacks that scales with your opponent's armor's condition (+1% pen for every 2% of condition missing)
  • Your aimed attacks deal 1% extra damage per percentage point of character size difference against targets bigger than you
Technician
Gain Implants 3 Charisma ≥ 6 Technician
Synthetic 18 Charisma ≥ 8
  • Transforms you into a robotic entity, reducing your EMP DR to 0
  • Allows installation of EMP Shield implants
  • +10% Laser, Plasma, and Electro DR penetration
  • +10% Laser, Plasma, and Electro DR penetration resistance
Technician Ammo Loader
Lone Wanderer 3 Charisma ≥ 6
  • If there are no players or NPCs from your faction/team within 20 hexes, you get +10% to all damage resistances and +30% to healing received
Undying
Providence 9 Luck ≥ 8
  • You have a chance equal to your critical chance to gain 75% Damage Protection whenever you're hit
Undying
Stonewall 9 Strength ≥ 6
  • +8% chance to avoid knockouts and lost turns (critical effects only) per point of Strength
  • Grants knockdown (critical effect only) immunity
  • -4 to the distance of knockbacks targeting you (if the resulting distance is ≤ 0, you're effectively immune)
  • Reduces enemy Scouts' Luck by an amount equal to your Strength for the purpose of Scout's Strike knockout chance calculation
Undying
Baiter 6 Charisma ≥ 6
  • Grants immunity to taunts
  • Allows you to taunt all enemies within 30 hexes by using the Traps skill on yourself (Cooldown: 120 seconds)
Vanishing Act
Crasher 15 Luck ≥ 8
  • Your criticals ignore 50% of the target's melee power defense and bypass their melee DR penetration protection
Vanishing Act
Long Arms 15 Strength ≥ 8
  • Extends your weapon's range by 1 (regardless of type)
  • Your 1-hex bonuses now also apply at the range of 2 hexes
Vanishing Act
Atomic Savant 9 Endurance ≥ 6
  • Allows normal DR to reduce Bleed damage, plasma DR to reduce Poison damage, and fire DR to reduce Burn damage
  • +8% plasma DR
Vigor Boost
Coolheaded 3 Charisma ≥ 6 Vigor Boost Tower Defense
Muscular Physique 18 Endurance ≥ 8
  • Reduces enemy damage multiplier by 14%
  • +5% Damage Protection when your battle timer is active
  • +6% electrical damage resistance
Vigor Boost
Faster Healing 3 Endurance ≥ 6 Vitality
Gain Endurance 3 Endurance ≤ 19 Vitality
Lifegiver 12 Endurance ≥ 5
  • +6 Endurance for HP per level calculation (capped at 20; best case scenario: +128 HP)
  • Drugs that restore hit points have their attack delay reduced by 50%
Vitality

Perk synergies

Perk synergies are powerful bonuses that activate when their three associated level perks are acquired.

If your build already includes 2 out of 3 perks required to unlock a synergy bonus, it is always worth considering if getting the third, perhaps unappealing on its own, perk, and thus activating the synergy, wouldn't increase the build's power level more than picking a good perk that doesn't contribute to any synergy.

Name Perks Bonus
Adaptive Barrier
  • If your damage resistance (DR) is higher than your attacker's, you gain a damage multiplier equal to the difference between your DR and theirs. If your attacker's DR is higher than yours, you reduce their damage multiplier by the difference instead.
Ammo Loader
  • Ammo placed in your second hand slot is fed into your weapon automatically at no AP cost
Anti-Sneaker
  • When a sneaking player attacks you, their position is automatically marked
  • You receive 75% less incoming damage from attacks performed by players that are sneaking
  • You receive a 150% additive bonus to your damage multiplier against characters that are sneaking
  • You are restored to full health on killing a player character with the Sneaker class role
Architect
  • Reduces turret building cooldown to 60 seconds and upgrades the weapon to a heavy double minigun. Explosive barrels are built 10 hexes ahead of the player, and the build cost is reduced to one advanced gunpowder and one good metal part. Sandbags are built three at a time, covering the player's frontside hexes. Land mines always cripple legs.
Armor King
Bonus HtH Rapid
Bonus HtH Speed
Bonus Rapid Fire
  • Attacking/reloading costs 1 AP less
Burster
  • +75% chance to deal +100% damage when attacking a target on an adjacent hex (a.k.a. "1-hexing")
Deadly Momentum
  • When Focused Strike is fully charged (50/50 stacks), your damage is doubled
Iron Man
  • +30% critical chance resistance and critical roll resistance
  • -20% critical damage received
Lethal Death
  • +25% more lethal damage when the target is below 50% HP
  • +10% Lethality (hitting targets with max HP % below your Lethality % adds 2137 damage to your attack)
Marksman
  • +3% additional critical chance for aimed attacks per point of Luck (this stacks with the regular +4% bonus for a total of +7%)
  • 150% critical power when the target is less than 30 hexes away
  • Critical rate improved by 200 ms
Medicine Doctor
  • Healing others also heals you for 50% of the amount
  • +20% DT penetration protection when below 50% HP
  • +30% DR penetration protection when below 50% HP
Mysterious Stranger
  • All NPC companions gain 30% increased Damage Protection
  • Whenever you enter a new location, an NPC companion spawns: their gear tier matches yours; their build is randomized; their power level scales with the current patch number
  • Whenever you re-enter the battlefield during War Events, two NPC soldiers spawn to fight alongside you; the effect has a 30-second cooldown
Nader
  • Grenades gain weapon perks based on your armor perks, see Weapons#Grenade perks for details
  • +1 AP drained from your targets per hit
Ninja
  • +20 Stealth
  • +20 Stealth when next to a wall (stacks with the unconditional +20 for a total of +40)
  • -50% AP cost of activating sneak
Pistolero
  • Hitting a player or an NPC target with an SG pistol applies one stack of a Pistolero-exclusive debuff that causes SG pistol attacks from any Pistolero to ignore 2% of the target's armor (or 5% on crit) per stack. The debuff lasts 5 seconds; adding stacks refreshes its duration, but if it expires, all stacks are lost. Several Pistoleros can apply and benefit from the stacking debuff as if they were one character.
Pyro!
  • 50% of Pyromaniac's and Phoenix Module's fire damage bonus gained as extra lethal damage
  • -10% to your targets' lethal damage defenses
  • +40% character size
Quartermaster
  • All tools function directly from inventory
  • Tool efficiency increased by 100%
  • Can use two medications at once
  • Carry weight is doubled
  • Motion sensors and armor require only 1 MFC to fully charge
  • The cost of discharging armor is halved
  • Swapping armor does not consume action points
Quick Fingers
  • -50% attack delay for single shots (excluding melee and throwing)
  • +17% damage multiplier against targets larger than you
Ranger
  • +5 range for throwing and ranged weapons
  • +50% critical chance resistance penetration when the target is 60+ hexes away
  • +50% critical power resistance penetration when the target is 60+ hexes away
  • Critical rate improved by 200 ms
Slayer
Speedboy
  • +25% Bonus AP
  • +10% to movement speed bonus caps
  • -50% attack delay from using items that restore hit points
  • -50% reload cost
Stealth Master
  • Standing still and performing no actions for 5s after manually activating sneak mode out of combat while wearing leather armor lets you become completely invisible. There will be a purple # icon displayed next to your name tag to indicate that "ultra sneak" mode is active
  • Activating Sneak reduces combat timer to 5s
  • Whenever your HP drops below 0, you enter sneak mode automatically
Tank
  • +10 to all defensive rolls
  • -30% to attackers' melee damage
  • Minimum damage multiplier capped at 80%
  • +10% to damage multiplier against targets below your character size
Technician
  • You can pick an additional level perk that can be changed at any time using the ~technician, or ~tech for short, command.
    Note that picking a perk you already have will have no effect.
Tower Defense
  • Your turrets spawn with 10 seconds of damage immunity
  • Your sandbags spawn with 3 seconds of damage immunity
Undying
  • When you die, you are automatically revived with 50% HP and given 5 seconds of damage immunity (Cooldown: 180 seconds)
Vanishing Act
  • When hit by a player, you gain +500 Stealth for 1 second and automatically enter Sneak mode (Cooldown: 3 seconds)
Vigor Boost
  • Whenever you take damage, you have a chance to gain 1 second of immunity based on your HP % after the hit.
Your remaining hit points >90% 76–90% 51–75% 26–50% 11–25% 1–10% <1%
Chance to gain immunity 0% 10% 15% 20% 30% 40% 50%
Vitality