Difference between revisions of "Level perks"

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'''Level perks''' are [[perks]] which work in the same way as their counterparts from the original Fallout games.
+
'''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.  
  
A player is given the possibility of gaining one level perk every 3 [[levels]], last is on 24 level and player can delay choose of it till 29 level, [[Chosen One]] Class perk have extra 2 level Perks
+
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.
  
'''Note:''' Level perks work off your CURRENT statistics so if want to take "vampire"  but need more melee damage wearing NCR armor with the Integrated gloves armor perk can boost your melee damage enough to allow you to take it.
+
Related level perks synergize with one another, allowing you to unlock additional bonuses; see '''[[#Perk synergies|perk synergies]]''' for details.
  
This also works with drugs and armor with Gain SPECIAL stat armor perks allowing you to take perks with a minimum SPECIAL requirement.
+
All level perks available as of Patch 6.4 are listed in the table below.
 
+
<br>
A full list of level perks:
+
<br>
 
+
{| class="wikitable sortable"
{| class="wikitable sortable" border="1"
 
 
|-
 
|-
!  Name
+
|+Level Perk Requirements and Bonuses, and Related Perk Synergies
!  Req.<br> level
 
!  Other requirements
 
!  Bonus
 
 
|-
 
|-
| [[Action Boy]]
+
! Name
| 12
+
! Lvl
| [[Agility]] ≥ 6
+
! SPECIAL
| +2 to [[Action Points]]
+
! Bonus
|-
+
! Synergy
| [[Adrenaline Rush]]
+
|- id="Vital Shielding"
| 3
+
| Vital Shielding
| [[Strength]] ≥ 6
+
| 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|Adaptive Barrier]]
 +
|- id="Energy Deflection"
 +
| 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|Adaptive Barrier]]
 +
|- id="Reinforced Endurance"
 +
| Reinforced Endurance
 +
| 9
 +
| [[Endurance]] ≥ 6
 +
|
 +
*Increases your damage resistance cap by 10% and reduces resistance penetration of incoming attacks by 5%
 +
| [[#Adaptive Barrier|Adaptive Barrier]]
 +
|- id="Turret Mechanic"
 +
| 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|Architect]]
 +
|- id="Animal Friend"
 +
| Animal Friend
 +
| 3
 +
| [[Charisma]] ≥ 6
 +
|
 +
*Grants 40% extra hit points to all of your followers except humans and mutants
 +
| [[#Architect|Architect]]
 +
|- id="Engineer"
 +
| Engineer
 +
| 12
 +
| [[Intelligence]] ≥ 6
 +
|
 +
*Any objects you build deal 30% more damage; traps, sandbags, and turrets last 100% longer
 +
| [[#Architect|Architect]]
 +
|- id="Dodger"
 +
| Dodger
 +
| 3
 +
| [[Agility]] ≥ 8
 +
|
 +
*+150 AC
 +
*Incoming damage is reduced by 50% if the attacker is 40+ hexes away
 +
| [[#Armor King|Armor King]]
 +
|- id="Livewire"
 +
| Livewire
 +
| 3
 +
| [[Agility]] ≥ 6
 +
|
 +
*Doubles your [[AC]]
 +
*Reduces your character size by 5%
 +
*Reduces attackers' Lethality by 5%
 +
| [[#Armor King|Armor King]]
 +
|- id="Quick Recovery"
 +
| 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|Armor King]]
 +
|- id="Gain Strength"
 +
| Gain Strength
 +
| 3
 +
| [[Strength]] ≤ 19
 +
|
 +
*+2 [[Strength]]
 +
*+5 [[Strength]] for class SPECIAL scaling calculation
 +
| [[#Bonus HtH Rapid|Bonus HtH Rapid]]
 +
|- id="Better HtH Criticals"
 +
| 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|Bonus HtH Rapid]]
 +
|- id="In Your Face!"
 +
| In Your Face!
 +
| 9
 +
| [[Agility]] ≥ 6
 +
|
 +
*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
 +
| [[#Bonus HtH Rapid|Bonus HtH Rapid]]
 +
|- id="Bonus HtH Attacks"
 +
| 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 Speed]]
 +
|- id="Bonus HtH Damage"
 +
| Bonus HtH Damage
 +
| 3
 +
| [[Strength]] ≥ 5
 +
|
 +
*+10 [[melee damage]]
 +
*Shortens battle timer by 30%
 +
| [[#Bonus HtH Speed|Bonus HtH Speed]]
 +
|- id="Vampire"
 +
| Vampire
 +
| 9
 +
| [[Endurance]] ≥ 8
 +
|
 +
*Adds 25% [[lifesteal]] to your melee attacks
 +
| [[#Bonus HtH Speed|Bonus HtH Speed]]
 +
|- id="Bonus Ranged Damage"
 +
| Bonus Ranged Damage
 +
| 9
 +
| [[Perception]] ≥ 6
 +
|
 +
*+3 damage per bullet when using ranged weapons
 +
| [[#Burster|Burster]]
 +
|- id="Death Sense"
 +
| 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|Burster]]
 +
|- id="More Ranged Damage"
 +
| More Ranged Damage
 +
| 15
 +
| [[Perception]] ≥ 8
 +
|
 +
*+4 damage per bullet when using ranged weapons
 +
| [[#Burster|Burster]]
 +
|- id="Deadeye"
 +
| Deadeye
 +
| 6
 +
| [[Agility]] ≥ 6
 +
|
 +
*Reduces [[Aimed Attack|aimed attack]] penalties: accuracy and attack delay by 50%, AP cost by 1 AP
 +
*Improves [[critical rate]] by 500ms
 +
| [[#Deadly Momentum|Deadly Momentum]]
 +
|- id="Bonus Damage Multi"
 +
| Bonus Damage Multi
 +
| 6
 +
| [[Perception]] ≥ 6
 +
|
 +
*+17% damage multiplier
 +
*+10% to minimum damage
 +
*+10% to maximum damage
 +
| [[#Deadly Momentum|Deadly Momentum]]
 +
|- id="Focused Striker"
 +
| 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|Deadly Momentum]]
 +
|- id="Iron Limbs"
 +
| Iron Limbs<br>(a.k.a. Iron Grip)
 +
| 3
 +
| [[Agility]] ≥ 6
 +
|
 +
*You never [[Critical_Hit#Critical_Effect|drop your weapon]]
 +
*Grants +8% resistance to crippled limbs ([[critical effect]] only) for each point of [[Agility]]
 +
| [[#Iron Man|Iron Man]]
 +
|- id="Man of Steel"
 +
| 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|Iron Man]]
 +
|- id="Unbreakable"
 +
| Unbreakable
 +
| 12
 +
| [[Strength]] ≥ 8
 +
|
 +
*Increases critical damage resistance by 20%
 +
*You cannot be critically hit twice in a row
 +
| [[#Iron Man|Iron Man]]
 +
|- id="Living Anatomy"
 +
| 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|Lethal Death]]
 +
|- id="Gunner"
 +
| 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|Lethal Death]]
 +
|- id="Weapon Handling"
 +
| Weapon Handling
 +
| 3
 +
| [[Charisma]] ≥ 6
 +
|
 +
*+2 [[Strength]] for [[chance to hit]] calculation
 +
*+25% [[lethal damage]]
 +
| [[#Lethal Death|Lethal Death]]
 +
|- id="Better Criticals"
 +
| Better Criticals
 +
| 12
 +
| [[Luck]] ≥ 8
 +
|
 +
*+25% critical power
 +
*Aimed attacks deal +50% critical damage
 +
| [[#Marksman|Marksman]]
 +
|- id="Hit the Gaps"
 +
| Hit the Gaps
 +
| 12
 +
| [[Charisma]] ≥ 8
 +
|
 +
*Reduces your target's body armor's critical modifiers by 80%
 +
| [[#Marksman|Marksman]]
 +
|- id="Spray and Pray"
 +
| Spray and Pray
 +
| 6
 +
| [[Luck]] ≥ 6
 +
|
 +
*Removes critical chance cap
 +
| [[#Marksman|Marksman]]
 +
|- id="Healer"
 +
| Healer
 +
| 3
 +
| [[Endurance]] ≥ 6
 +
|
 +
*+50-100 hit points restored when using [[First Aid]]
 +
*+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]]
 +
|- id="Medic"
 +
| Medic
 +
| 15
 +
| [[Intelligence]] ≥ 8
 +
|
 +
*-75% to [[First Aid]] and [[Doctor]] cooldowns
 +
*+15-30 hit points restored when using [[First Aid]]
 +
*Being hit reduces Shield ([[SPECIAL|Intelligence Mastery]] effect) cooldown to 30 seconds
 +
| [[#Medicine Doctor|Medicine Doctor]]
 +
|- id="Surgeon"
 +
| Surgeon
 +
| 3
 +
| [[Intelligence]] ≥ 6
 +
|
 +
*+50 negative HP capacity
 +
*Using [[First Aid]] or [[Doctor]] refunds 2 [[AP]]s
 +
*Your armor's condition loss is unaffected by attackers' [[Luck]]
 +
*Teammates below 1 HP are automatically marked
 +
*[[Doctor]] increases your accuracy
 +
| [[#Medicine Doctor|Medicine Doctor]]
 +
|- id="Gain Charisma"
 +
| Gain Charisma
 +
| 3
 +
| [[Charisma]] ≤ 19
 +
|
 +
*+2 [[Charisma]]
 +
*+5 [[Charisma]] for class SPECIAL scaling calculation
 +
| [[#Mysterious Stranger|Mysterious Stranger]]
 +
|- id="Cult of Personality"
 +
| 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|Mysterious Stranger]]
 +
|- id="Party Member"
 +
| 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|Mysterious Stranger]]
 +
|- id="Demolition Boy"
 +
| Demolition Boy
 +
| 6
 +
| [[Strength]] ≥ 6
 +
|
 +
*Grants your AoE effects 10% more damage and expands their radius by 1 hex
 +
| [[#Nader|Nader]]
 +
|- id="Heave Ho!"
 +
| Heave Ho!
 +
| 6
 +
| [[Strength]] ≥ 6
 +
|
 +
*Increases [[Throwing]] weapons' range by 6
 +
*Grants [[Throwing]] weapons +30% [[DR]] penetration
 +
| [[#Nader|Nader]]
 +
|- id="Hit and Run"
 +
| 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 [[Slow]]s applied to you by 50%
 +
| [[#Nader|Nader]]
 +
|- id="Gain Perception"
 +
| Gain Perception
 +
| 3
 +
| [[Perception]] ≤ 19
 +
|
 +
*+2 [[Perception]]
 +
*+5 [[Perception]] for class SPECIAL scaling calculation
 +
| [[#Ninja|Ninja]]
 +
|- id="Ghost"
 +
| Ghost
 +
| 6
 +
| [[Perception]] ≥ 6
 +
|
 +
*+100 [[Sneak]] if there's a wall within 5 hexes
 +
| [[#Ninja|Ninja]]
 +
|- id="Silent Running"
 +
| Silent Running
 +
| 6
 +
| [[Agility]] ≥ 6
 +
|
 +
*Back attacks [[Critical Hit|autocrit]] when you're unarmed, using melee weapons or firing one-handed guns
 +
*Enables sneaking and running at the same time
 +
| [[#Ninja|Ninja]]
 +
|- id="Bonus Battle Stats"
 +
| Bonus Battle Stats
 +
| 6
 +
| [[Perception]] ≥ 6
 +
|
 +
*+50 accuracy
 +
*+12% damage multiplier
 +
*+3 weapon range (ranged weapons only)
 +
| [[#Pyro!|Pyro!]]
 +
|- id="Firefighter"
 +
| Firefighter
 +
| 3
 +
| [[Intelligence]] ≥ 6
 +
|
 +
*+15 [[DT]] against fire and explosive damage
 +
*Reduces attacker's maximum melee power by 35%
 +
*Grants immunity to [[#Pyromaniac|Pyromaniac]], [[#Pyro!|Pyro!]], and tier 3 [[Implants#Phoenix_Module|Phoenix Module]] bonuses
 +
*+8% [[Confusion]] ([[critical effect]] only) resistance per point of [[Intelligence]]
 +
| [[#Pyro!|Pyro!]]
 +
|- id="Pyromaniac"
 +
| Pyromaniac
 +
| 9
 +
| [[Endurance]] ≥ 6
 +
|
 +
*+2% fire damage for every percentage point of character size difference when attacking targets smaller than you
 +
| [[#Pyro!|Pyro!]]
 +
|- id="Bonus AP Regen"
 +
| Bonus AP Regen
 +
| 3
 +
| [[Agility]] ≥ 6
 +
|
 +
*+20% [[AP Regen]]
 +
*Restores 20% of your action points on kill
 +
| [[#Quartermaster|Quartermaster]]
 +
|- id="Earlier Sequence"
 +
| Earlier Sequence
 +
| 3
 +
| [[Perception]] ≥ 5
 +
|
 +
*+30 [[Sequence]]
 +
*+25 to the AC Mod of your [[ammo]]
 +
| [[#Quartermaster|Quartermaster]]
 +
|- id="Quick Pockets"
 +
| 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)
 +
*Your healing [[drugs]] restore 15% more hit points
 +
| [[#Quartermaster|Quartermaster]]
 +
|- id="Cowboy"
 +
| 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|Quick Fingers]]
 +
|- id="Fast Attacks"
 +
| Fast Attacks
 +
| 9
 +
| [[Agility]] ≥ 6
 +
|
 +
*Reduces attack delay by 200
 +
| [[#Quick Fingers|Quick Fingers]]
 +
|- id="Bonus Rate of Fire"
 +
| Bonus Rate of Fire
 +
| 18
 +
| [[Agility]] ≥ 8
 +
|
 +
*-1 [[AP]] to ranged attack cost, except if throwing melee-class items
 +
| [[#Quick Fingers|Quick Fingers]]
 +
|- id="Awareness"
 +
| 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|Ranger]]
 +
|- id="Right between the Eyes"
 +
| Right between the Eyes
 +
| 15
 +
| [[Perception]] ≥ 8
 +
|
 +
*-90% to your target's helmet's critical modifiers
 +
| [[#Ranger|Ranger]]
 +
|- id="Sharpshooter"
 +
| Sharpshooter
 +
| 6
 +
| [[Perception]] ≥ 8
 +
|
 +
*+2 [[Perception]] for sight range calculation
 +
*+1-10% DR penetration (randomized per attack)
 +
*Doubles your accuracy
 +
| [[#Ranger|Ranger]]
 +
|- id="Gain Luck"
 +
| Gain Luck
 +
| 3
 +
| [[Luck]] ≤ 19
 +
|
 +
*+2 [[Luck]]
 +
*+5 [[Luck]] for class SPECIAL scaling calculation
 +
| [[#Slayer|Slayer]]
 +
|- id="Even More Criticals"
 +
| 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|Slayer]]
 +
|- id="More Critical"
 +
| More Critical
 +
| 3
 +
| [[Luck]] ≥ 6
 +
|
 +
*+6% [[critical hit chance]]
 +
*+1% additional critical hit chance for aimed attacks per point of Luck
 +
| [[#Slayer|Slayer]]
 +
|- id="Action Boy"
 +
| Action Boy
 +
| 12
 +
| [[Agility]] ≥ 6
 +
|
 +
*+2 [[AP]]s
 +
*+50 [[AP Regen]]
 +
| [[#Speedboy|Speedboy]]
 +
|- id="Bonus Move"
 +
| Bonus Move
 +
| 3
 +
| [[Agility]] ≥ 6
 +
|
 +
*+2 [[TB]] movement-only [[AP]]s
 +
*+10% [[Movement Speed]]
 +
| [[#Speedboy|Speedboy]]
 +
|- id="Gain Agility"
 +
| Gain Agility
 +
| 3
 +
| [[Agility]] ≤ 19
 +
|
 +
*+2 [[Agility]]
 +
*+5 [[Agility]] for class SPECIAL scaling calculation
 +
| [[#Speedboy|Speedboy]]
 +
|- id="Gain Intelligence"
 +
| Gain Intelligence
 +
| 3
 +
| [[Intelligence]] ≤ 19
 +
|
 +
*+2 [[Intelligence]]
 +
*+5 [[Intelligence]] for class SPECIAL scaling calculation
 +
| [[#Stealth Master|Stealth Master]]
 +
|- id="Phantom Presence"
 +
| Phantom Presence
 +
| 18
 +
| [[Luck]] ≥ 8
 
|
 
|
* [[HP]] loss effects [[DT]]'s and [[DR]]'s incremental increase at certain thresholds
+
*+10% Lethality while sneaking
* gives 8% Slow Resistance per CH
+
*Your unaimed attacks gain +30% critical power and +60% critical damage while you're sneaking
|-
+
| [[#Stealth Master|Stealth Master]]
| [[Better Criticals]]
+
|- id="Undetected"
| 12
+
| Undetected
|  [[Ranged Combat Skill]] ≥ 175%
+
| 3
|
+
| [[Charisma]] 6
* Increase [[Critical Power]] by 25%
 
* Increase Critical Damage by 50% for aimed attacks
 
|-
 
| [[Bonus Battle Stats]]
 
6
 
 
|
 
|
 +
*+15 [[Stealth]]
 +
*Reduces opponents' sneak detection by 33%
 +
| [[#Stealth Master|Stealth Master]]
 +
|- id="Adrenaline Rush"
 +
| Adrenaline Rush
 +
| 3
 +
| [[Charisma]] ≥ 6
 
|
 
|
*+10% damage,
+
*Grants a DT/DR bonus based on the missing percentage of your maximum HP:
*+2 weapon range(not melee),
+
{| class="wikitable"
*+25 accuracy
 
 
|-
 
|-
| [[Bonus HtH Attacks]]
+
! Total [[HP]] loss!! Total [[DT]] bonus !! Total [[DR]] bonus
|  18
 
[[Close Combat]] ≥ 180%
 
|  -1 AP to [[HtH]] attack cost
 
 
|-
 
|-
| [[Bonus HtH Damage]]
+
| ≥ 25% || 1 || 5
| 3
 
| [[Close Combat]] ≥ 75%
 
| +9 to [[melee]] damage
 
 
|-
 
|-
| [[Bonus Move]]
+
| ≥ 50% || 2 || 10
| 3
 
| [[Agility]] ≥ 6
 
|
 
* +2 [[AP]]s that can only be expended for movement in [[TB]] combat
 
* +10% [[Movement Speed]]
 
 
|-
 
|-
| [[Bonus Ranged Damage]]
+
| ≥ 75% || 3 || 15
| 9
+
|}
| [[Ranged Combat Skill]] ≥ 150%
+
*Grants +8% [[Slow]] ([[critical effect]] only) resistance for each point of [[Charisma]]
| +3 to a weapon's damage range when using small or big guns
+
*Increases character size by 0.2% for every 1% of missing HP
|-
+
| [[#Tank (perk synergy)|Tank]]
| [[Bonus Rate of Fire]]
+
|- id="Lethal Protection"
 +
| Lethal Protection
 +
| 12
 +
| [[Perception]] ≥ 6
 +
|
 +
*Lethal damage doesn't bypass your DR
 +
*Reduces [[Critical_Hit#Critical_Effect|death effect]] damage by 8% per point of Perception
 +
| [[#Tank (perk synergy)|Tank]]
 +
|- id="Toughness"
 +
| Toughness
 +
| 6
 +
| [[Endurance]] ≥ 4
 +
|
 +
*+4 normal [[DT]]
 +
*+12 normal [[DR]]
 +
*Lowers 1-hex burst damage by 25%
 +
| [[#Tank (perk synergy)|Tank]]
 +
|- id="Cybernetic Eye"
 +
| 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|Technician]]
 +
|- id="Gain Implants"
 +
| Gain Implants
 +
| 3
 +
| [[Charisma]] ≥ 6
 +
|
 +
*Increases [[Implants#SPECIAL_implants|SPECIAL implant]] limit by 3 and grants +5 [[Charisma]] for the combat implant limit calculation
 +
| [[#Technician|Technician]]
 +
|- id="Synthetic"
 +
| 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|Technician]]
 +
|- id="Lone Wanderer"
 +
| 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 received healing
 +
| [[#Undying|Undying]]
 +
|- id="Providence"
 +
| Providence
 +
| 9
 +
| [[Luck]] ≥ 8
 +
|
 +
*You have a chance equal to your critical chance to gain 75% [[Damage Protection]] whenever you're hit
 +
| [[#Undying|Undying]]
 +
|- id="Stonewall"
 +
| Stonewall
 +
| 9
 +
| [[Strength]] ≥ 6
 +
|
 +
*+8% chance to avoid knockouts and lost turns ([[critical effect]]s 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 [[Scout]]s' Luck by an amount equal to your Strength for the purpose of [[Scout]]'s [[Strike]] knockout chance calculation
 +
| [[#Undying|Undying]]
 +
|- id="Baiter"
 +
| Baiter
 +
| 6
 +
| [[Charisma]] ≥ 6
 +
|
 +
*Grants immunity to [[taunt]]s
 +
*Allows you to taunt all enemies within 30 hexes by using the Traps skill on yourself (Cooldown: 120 seconds)
 +
| [[#Vanishing Act|Vanishing Act]]
 +
|- id="Crasher"
 +
| Crasher
 +
| 15
 +
| [[Luck]] ≥ 8
 +
|
 +
*Your criticals ignore 50% of the target's melee power defense and bypass their melee DR penetration protection
 +
| [[#Vanishing Act|Vanishing Act]]
 +
|- id="Long Arms"
 +
| 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|Vanishing Act]]
 +
|- id="Atomic Savant"
 +
| 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|Vigor Boost]]
 +
|- id="Coolheaded"
 +
| Coolheaded
 +
| 3
 +
| [[Charisma]] ≥ 6
 +
|
 +
*+8% [[Shock]] ([[critical effect]] only) resistance for each point of [[Charisma]]
 +
*Shortens the duration of [[Shock]], [[Slow]], [[Taunt]], [[Mark]], and [[Bewilderment]] by 30%
 +
*+4% laser damage resistance
 +
| [[#Vigor Boost|Vigor Boost]]
 +
|- id="Muscular Physique"
 +
| Muscular Physique
 
| 18
 
| 18
| [[Ranged Combat Skill]] 180%
+
| [[Endurance]] ≥ 8
| -1 [[AP]] to ranged attack cost, except if throwing melee-class items
+
|
 +
*Reduces enemy damage multiplier by 14%
 +
*+5% [[Damage Protection]] when your battle timer is active
 +
*+6% electrical damage resistance
 +
| [[#Vigor Boost|Vigor Boost]]
 +
|- id="Faster Healing"
 +
| Faster Healing
 +
| 3
 +
| [[Endurance]] ≥ 6
 +
|
 +
*+15 [[Healing Rate]]
 +
*-5 [[Healing Rate]] cooldown
 +
*Healing drugs restore 25% more hit points to you
 +
| [[#Vitality|Vitality]]
 +
|- id="Gain Endurance"
 +
| Gain Endurance
 +
| 3
 +
| [[Endurance]] ≤ 19
 +
|
 +
*+2 [[Endurance]]
 +
*+5 [[Endurance]] for class SPECIAL scaling calculation
 +
| [[#Vitality|Vitality]]
 +
|- id="Lifegiver"
 +
| 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|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.
 +
 
 +
{| class="wikitable sortable" border="1"
 
|-
 
|-
| [[Death Sense]]
+
!Name
| 6
+
!Perks
| [[Luck|LK]] ≥ 6
+
!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="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="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 200ms
 +
|- 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]]
 
|
 
|
* Penetrates 20% of the targets total DR
+
*+20 Stealth
* penetrates 30% of the targets total DT
+
*+20 Stealth when next to a wall (stacks with the unconditional +20 for a total of +40).
|-
+
*-50% AP cost of activating sneak
| [[Dodger]]
+
|- id="Pyro!"
| 3
+
| Pyro!
[[Agility]] ≥ 8
+
|
|
+
*[[#Bonus Battle Stats|Bonus Battle Stats]]
* +150 to [[AC]]
+
*[[#Firefighter|Firefighter]]
* +25 to [[AC]] Cap
+
*[[#Pyromaniac|Pyromaniac]]
|-
+
|
| [[Earlier Sequence]]
+
*50% of [[Pyromaniac]]'s and [[Phoenix Module]]'s fire damage bonus gained as extra lethal damage
| 3
+
*-10% to your targets' lethal damage defenses
| [[Perception]] ≥ 5
+
*+40% character size
+25 to [[Sequence]]
+
|- id="Quartermaster"
|-
+
| Quartermaster
| [[Even More Criticals]]
+
|
| 6
+
*[[#Bonus AP Regen|Bonus AP Regen]]
[[Ranged Combat Skill]]
+
*[[#Earlier Sequence|Earlier Sequence]]
| +10% to [[critical hit chance]]
+
*[[#Quick Pockets|Quick Pockets]]
|-
+
|
| [[Faster Healing]]*
+
*All tools function directly from inventory
| n/a
+
*Tool efficiency increased by 100%
[[Doctor]] ≥ 75%
+
*Can use two medications at once
|
+
*Carry weight is doubled
* +15 to [[healing rate]]
+
*Motion sensors and armor require only 1 MFC to fully charge
* -5 Healing Time
+
*The cost of discharging armor is halved
* +25% heal from meds
+
*Swapping armor does not consume action points
|-
+
|- id="Quick Fingers"
| [[Quick Pockets]]
+
| Quick Fingers
| 3
+
|
| [[Agility]] ≥ 5
+
*[[#Bonus Rate of Fire|Bonus Rate of Fire]]
|
+
*[[#Cowboy|Cowboy]]
* Free reload AP Cost
+
*[[#Fast Attacks|Fast Attacks]]
*-1 AP Cost for using super stimpak or bloodpack
+
|
|-
+
*-50% attack delay for single shots (excluding melee and throwing)
| [[Gain Agility]]
+
*+17% damage multiplier against targets larger than you
| 3
+
|- id="Ranger"
[[Agility]] ≤ 19
+
| 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 200ms
 +
|- id="Slayer"
 +
| Slayer
 +
|
 +
*[[#Even More Criticals|Even More Criticals]]
 +
*[[#Gain Luck|Gain Luck]]
 +
*[[#More Critical|More Critical]]
 +
|
 +
*+40 to [[Critical Roll|critical roll]].
 +
*-80% to target's armor's critical roll protection.
 +
*[[Critical rate]] improved by 500ms
 +
|- 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]]
 
|
 
|
* +2 to [[Agility]]
+
*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.
* +5 to special class calculations
+
|- id="Undying"
|-
+
| Undying
| [[Gain Charisma]]
 
|  3
 
|  [[Charisma]] ≤ 19
 
 
|
 
|
* +2 to [[Charisma]]
+
*[[#Lone Wanderer|Lone Wanderer]]
* +5 to special class calculations
+
*[[#Providence|Providence]]
|-
+
*[[#Stonewall|Stonewall]]
[[Gain Endurance]]
 
|  3
 
[[Endurance]] ≤ 19
 
 
|
 
|
* +2 to [[Endurance]]
+
*When you die, you are automatically revived with 50% HP and given 5 seconds of damage immunity. Cooldown: 180 seconds.
* +5 to special class calculations
+
|- id="Vanishing Act"
|-
+
| Vanishing Act
| [[Gain Intelligence]]
 
|  3
 
|  [[Intelligence]] ≤ 19
 
 
|
 
|
* +2 to [[Intelligence]]
+
*[[#Baiter|Baiter]]
* +5 to special class calculations
+
*[[#Crasher|Crasher]]
|-
+
*[[#Long Arms|Long Arms]]
[[Gain Luck]]
 
|  3
 
[[Luck]] ≤ 19
 
 
|
 
|
* +2 to [[Luck]]
+
*When hit by a player, you gain +500 Stealth for 1 second and automatically enter Sneak mode (Cooldown: 3 seconds).
* +5 to special class calculations
+
|- id="Vigor Boost"
|-
+
| Vigor Boost
| [[Gain Perception]]
 
|  3
 
|  [[Perception]] ≤ 19
 
 
|
 
|
* +2 to [[Perception]]
+
*[[#Atomic Savant|Atomic Savant]]
* +5 to special class calculations
+
*[[#Coolheaded|Coolheaded]]
|-
+
*[[#Muscular Physique|Muscular Physique]]
[[Gain Strength]]
 
|  3
 
[[Strength]] ≤ 19
 
 
|
 
|
* +2 to [[Strength]]
+
*Whenever you take damage, you have a chance to gain 1 second of immunity based on your HP % after the hit.
* +5 to special class calculations
+
{| class="wikitable"
 +
!Your remaining hit points!!>90%!!76–90%!!51–75%!!26–50%!!11–25%!!1–10%!!<1%
 
|-
 
|-
|  [[Ghost]]
+
!Chance to gain immunity
|  6
+
|0%||10%||15%||20%||30%||40%||50%
| [[Sneak]] ≥ 80%
+
|}
| +100 bonus to [[Sneak]] when within 5 hexes from a wall
+
|- id="Vitality"
|-
+
| Vitality
| [[Healer]]
 
| 3
 
|  [[First Aid]] ≥ 75%
 
| +50-100 to hit points healed using [[First Aid]]
 
|-
 
|  [[Heave Ho!]]
 
|  6
 
|  [[Throwing]] ≥ 100%
 
|  +6 to Throwing Range
 
|-
 
|  [[Hit the Gaps]]
 
| 12
 
| [[Combat Skill]] ≥ 150%
 
|  -50% to your target's armor's critical modifiers
 
|-
 
|  [[Better HtH Criticals]]
 
| 15
 
| [[Close Combat]] ≥ 175%
 
|
 
* +33% Critical Power for using melee weapons
 
* +75% Critical Damage for using melee weapons
 
|-
 
| [[In Your Face!]]
 
|  9
 
|  [[Close Combat]] ≥ 125%
 
|  Attackers' [[chance to hit]] you drops by 50% if s/he is standing on a hex next to yours
 
|-
 
|  [[Iron Limps]]
 
|  3
 
|  [[Strength]] ≥ 6
 
|
 
* Immune for Criple limp
 
* immune for weapon drop
 
* 8% criple res per AG
 
* Also known as Iron Grip
 
|-
 
| [[Lethal Protection]]
 
|  12
 
|  [[Perception|PE]] ≥ 6
 
 
|
 
|
* Reduce % flat damage as damage resistance
+
*[[#Faster Healing|Faster Healing]]
* 8% death effect res per PE
+
*[[#Gain Endurance|Gain Endurance]]
|-
+
*[[#Lifegiver|Lifegiver]]
[[Lifegiver]]
 
| 12
 
|  [[Endurance]] ≥ 5
 
|  +10 levels HP cap
 
|-
 
|  [[Livewire]]
 
|  3
 
|  [[Agility]] ≥ 6
 
|  Doubled [[AC]]
 
|-
 
|  [[Living Anatomy]]
 
|  12
 
|  [[First Aid]] ≥ 100%
 
 
* +15 to [[flat damage]] when attacking living organisms
 
* +200 to Critical fail roll while using [[First Aid]] Skill
 
|-
 
|  [[Man of Steel]]
 
|  15
 
| [[Endurance]] ≥ 8
 
 
* +25% [[Critical Chance Resistance]]
 
* +50% [[Critical Power Resistance]]
 
* 8% bypass effect res per EN
 
|-
 
|  [[Medic]]
 
|  15
 
|  [[First Aid]] ≥ 150%
 
 
* Healing [[cooldowns]] reduced by 75%
 
* +15-30 [[Hit Points]] in First Aid Heal
 
|-
 
|  [[More Critical]]
 
|  3
 
|  [[Ranged Combat Skill]] ≥ 100%
 
|  +6% to [[critical hit chance]]
 
|-
 
|  [[More Ranged Damage]]
 
|  15
 
|  [[Ranged Combat Skill]] ≥ 200%
 
|  +4 to a weapon's damage range when using small or big guns
 
|-
 
|  [[Pyromaniac]]
 
|  9
 
|  [[BG]] ≥ 100%
 
 
* +75% to damage when using flame Fire weaponry
 
|-
 
|  [[Quick Recovery]]
 
|  3
 
|  [[Agility]] ≥ 6
 
 
|
 
|
* Recovering from knock downs/knock outs costs significantly fewer [[APs]] than it normally would
+
*+50% Healing Rate.
* 8% AP Drain Res per LK
+
*Reduced the effect of Poison on Healing Rate from 50% to 25%.
|-
+
*Reduced the effect of Bleed on Healing Rate from 100% to 50%.
|  [[Right between the Eyes]]
 
|  15
 
|  [[Combat Skill]] ≥ 200%
 
|  -90% to your target's helmet's critical modifiers
 
|-
 
|  [[Sharpshooter]]
 
|  9
 
|  [[Ranged Combat Skill]] ≥ 150%
 
 
* +2 to [[Perception]] when determining how far you can see,
 
* +8% to your [[chance to hit]]
 
* 1-10% DR Penetration
 
|-
 
|  [[Silent Running]]
 
|  6
 
|  [[Sneak]] ≥ 100%
 
|  Attacking a critter from behind always causes a [[critical hit]] when unarmed,<br> using melee weapons or firing one-handed guns. <br> No penalty for running while in sneak mode.
 
|-
 
|  [[Spray and Pray]]
 
|  6
 
|  [[Combat Skill]] ≥ 125%
 
|  Remove [[Critical Chance]] aimed cap
 
|-
 
|  [[Stonewall]]
 
|  9
 
|  [[Strength]] ≥ 5
 
 
* 8% per ST chance of avoiding knock-downs
 
* 7% per EN chance of avoiding knock-outs
 
|-
 
|  [[Toughness]]
 
|  6
 
|  [[Endurance]] ≥ 4
 
|  +4 to [[DT]], +12 to [[DR]]
 
|-
 
|  [[Weapon Handling]]
 
|  3
 
|  [[Ranged Combat Skill]] ≥ 100%
 
 
* +2 to [[Strength]] when calculating [[chance to hit]]
 
* +25% more [[Flat Damage]]
 
|-
 
|  [[Cowboy]]
 
|  3
 
|  [[Agility]] ≥ 10
 
|  * +50 [[AP Regen]] while using one handed weapons
 
|-
 
|  [[Firefighter]]
 
|  3
 
|  At least 7 [[Strength]]
 
 
* 15 Fire and Explode [[DT]]
 
* -25% melee damage for opponent
 
* Immune for [[Pyromaniac]] Bonuses
 
* 8% confusion res per INT
 
|-
 
| [[Vampire]]
 
| 9
 
| [[Melee Damage]] ≥ 20
 
| +25% [[lifesteal]] for melee attacks
 
*If the target is poisoned, it won't work
 
|-
 
 
|}
 
|}
  
[[Category:Level Perks| ]]
+
[[Category:Perks]]

Latest revision as of 04:22, 12 March 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 6.4 are listed in the table below.

Level Perk Requirements and Bonuses, and Related Perk Synergies
Name Lvl SPECIAL Bonus Synergy
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
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
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
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
Healer 3 Endurance ≥ 6 Medicine Doctor
Medic 15 Intelligence ≥ 8 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
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
Ghost 6 Perception ≥ 6
  • +100 Sneak if there's a wall within 5 hexes
Ninja
Silent Running 6 Agility ≥ 6
  • Back attacks autocrit 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
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)
  • Your healing drugs restore 15% more hit points
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
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
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
Right between the Eyes 15 Perception ≥ 8
  • -90% to your target's helmet's critical modifiers
Ranger
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
Action Boy 12 Agility ≥ 6 Speedboy
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 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
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 received healing
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
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.
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
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 200ms
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
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
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.
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
  • +50% Healing Rate.
  • Reduced the effect of Poison on Healing Rate from 50% to 25%.
  • Reduced the effect of Bleed on Healing Rate from 100% to 50%.