Difference between revisions of "Level perks"

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(Revised all level perks and added a column for their related perk synergies; by default, the table is sorted alphabetically by perk synergies but can be easily resorted by the reader)
m (Added anchors)
Line 18: Line 18:
 
! Synergy
 
! Synergy
 
|-
 
|-
| [[Vital Shielding]]
+
|<span id="Vital Shielding"></span>[[Vital Shielding]]
 
| 12
 
| 12
 
| [[Endurance]] ≥ 6
 
| [[Endurance]] ≥ 6
Line 25: Line 25:
 
| [[#Adaptive Barrier|Adaptive Barrier]]
 
| [[#Adaptive Barrier|Adaptive Barrier]]
 
|-
 
|-
| [[Energy Deflection]]
+
|<span id="Energy Deflection"></span>[[Energy Deflection]]
 
| 6
 
| 6
 
| [[Strength]] ≥ 8
 
| [[Strength]] ≥ 8
Line 32: Line 32:
 
| [[#Adaptive Barrier|Adaptive Barrier]]
 
| [[#Adaptive Barrier|Adaptive Barrier]]
 
|-
 
|-
| [[Reinforced Endurance]]
+
|<span id="Reinforced Endurance"></span>[[Reinforced Endurance]]
 
| 9
 
| 9
 
| [[Endurance]] ≥ 6
 
| [[Endurance]] ≥ 6
Line 39: Line 39:
 
| [[#Adaptive Barrier|Adaptive Barrier]]
 
| [[#Adaptive Barrier|Adaptive Barrier]]
 
|-
 
|-
| [[Turret Mechanic]]
+
|<span id="Turret Mechanic"></span>[[Turret Mechanic]]
 
| 18
 
| 18
 
| [[Intelligence]] ≥ 8
 
| [[Intelligence]] ≥ 8
Line 46: Line 46:
 
| [[#Architect|Architect]]
 
| [[#Architect|Architect]]
 
|-
 
|-
| [[Animal Friend]]
+
|<span id="Animal Friend"></span>[[Animal Friend]]
 
| 3
 
| 3
 
| [[Charisma]] ≥ 6
 
| [[Charisma]] ≥ 6
Line 53: Line 53:
 
| [[#Architect|Architect]]
 
| [[#Architect|Architect]]
 
|-
 
|-
| [[Engineer]]
+
|<span id="Engineer"></span>[[Engineer]]
 
| 12
 
| 12
 
| [[Intelligence]] ≥ 6
 
| [[Intelligence]] ≥ 6
Line 60: Line 60:
 
| [[#Architect|Architect]]
 
| [[#Architect|Architect]]
 
|-
 
|-
| [[Dodger]]
+
|<span id="Dodger"></span>[[Dodger]]
 
| 3
 
| 3
 
| [[Agility]] ≥ 8
 
| [[Agility]] ≥ 8
Line 68: Line 68:
 
| [[#Armor King|Armor King]]
 
| [[#Armor King|Armor King]]
 
|-
 
|-
| [[Livewire]]
+
|<span id="Livewire"></span>[[Livewire]]
 
| 3
 
| 3
 
| [[Agility]] ≥ 6
 
| [[Agility]] ≥ 6
Line 77: Line 77:
 
| [[#Armor King|Armor King]]
 
| [[#Armor King|Armor King]]
 
|-
 
|-
| [[Quick Recovery]]
+
|<span id="Quick Recovery"></span>[[Quick Recovery]]
 
| 3
 
| 3
 
| [[Luck]] ≥ 6
 
| [[Luck]] ≥ 6
Line 86: Line 86:
 
| [[#Armor King|Armor King]]
 
| [[#Armor King|Armor King]]
 
|-
 
|-
| [[Gain Strength]]
+
|<span id="Gain Strength"></span>[[Gain Strength]]
 
| 3
 
| 3
 
| [[Strength]] ≤ 19
 
| [[Strength]] ≤ 19
Line 94: Line 94:
 
| [[#Bonus HtH Rapid|Bonus HtH Rapid]]
 
| [[#Bonus HtH Rapid|Bonus HtH Rapid]]
 
|-
 
|-
| [[Better HtH Criticals]]
+
|<span id="Better HtH Criticals"></span>[[Better HtH Criticals]]
 
| 15
 
| 15
 
| [[Strength]] ≥ 8
 
| [[Strength]] ≥ 8
Line 103: Line 103:
 
| [[#Bonus HtH Rapid|Bonus HtH Rapid]]
 
| [[#Bonus HtH Rapid|Bonus HtH Rapid]]
 
|-
 
|-
| [[In Your Face!]]
+
|<span id="In Your Face!"></span>[[In Your Face!]]
 
| 9
 
| 9
 
| [[Agility]] ≥ 6
 
| [[Agility]] ≥ 6
Line 111: Line 111:
 
| [[#Bonus HtH Rapid|Bonus HtH Rapid]]
 
| [[#Bonus HtH Rapid|Bonus HtH Rapid]]
 
|-
 
|-
| [[Bonus HtH Attacks]]
+
|<span id="Bonus HtH Attacks"></span>[[Bonus HtH Attacks]]
 
| 18
 
| 18
 
| [[Agility]] ≥ 8
 
| [[Agility]] ≥ 8
Line 119: Line 119:
 
| [[#Bonus HtH Speed|Bonus HtH Speed]]
 
| [[#Bonus HtH Speed|Bonus HtH Speed]]
 
|-
 
|-
| [[Bonus HtH Damage]]
+
|<span id="Bonus HtH Damage"></span>[[Bonus HtH Damage]]
 
| 3
 
| 3
 
| [[Strength]] ≥ 5
 
| [[Strength]] ≥ 5
Line 127: Line 127:
 
| [[#Bonus HtH Speed|Bonus HtH Speed]]
 
| [[#Bonus HtH Speed|Bonus HtH Speed]]
 
|-
 
|-
| [[Vampire]]
+
|<span id="Vampire"></span>[[Vampire]]
 
| 9
 
| 9
 
| [[Endurance]] ≥ 8
 
| [[Endurance]] ≥ 8
Line 134: Line 134:
 
| [[#Bonus HtH Speed|Bonus HtH Speed]]
 
| [[#Bonus HtH Speed|Bonus HtH Speed]]
 
|-
 
|-
| [[Bonus Ranged Damage]]
+
|<span id="Bonus Ranged Damage"></span>[[Bonus Ranged Damage]]
 
| 9
 
| 9
 
| [[Perception]] ≥ 6
 
| [[Perception]] ≥ 6
Line 141: Line 141:
 
| [[#Burster|Burster]]
 
| [[#Burster|Burster]]
 
|-
 
|-
| [[Death Sense]]
+
|<span id="Death Sense"></span>[[Death Sense]]
 
| 6
 
| 6
 
| [[Luck]] ≥ 6
 
| [[Luck]] ≥ 6
Line 149: Line 149:
 
| [[#Burster|Burster]]
 
| [[#Burster|Burster]]
 
|-
 
|-
| [[More Ranged Damage]]
+
|<span id="More Ranged Damage"></span>[[More Ranged Damage]]
 
| 15
 
| 15
 
| [[Perception]] ≥ 8
 
| [[Perception]] ≥ 8
Line 156: Line 156:
 
| [[#Burster|Burster]]
 
| [[#Burster|Burster]]
 
|-
 
|-
| [[Deadeye]]
+
|<span id="Deadeye"></span>[[Deadeye]]
 
| 6
 
| 6
 
| [[Agility]] ≥ 6
 
| [[Agility]] ≥ 6
Line 163: Line 163:
 
| [[#Deadly Momentum|Deadly Momentum]]
 
| [[#Deadly Momentum|Deadly Momentum]]
 
|-
 
|-
| [[Bonus Damage Multi]]
+
|<span id="Bonus Damage Multi"></span>[[Bonus Damage Multi]]
 
| 6
 
| 6
 
| [[Perception]] ≥ 6
 
| [[Perception]] ≥ 6
Line 172: Line 172:
 
| [[#Deadly Momentum|Deadly Momentum]]
 
| [[#Deadly Momentum|Deadly Momentum]]
 
|-
 
|-
| [[Focused Striker]]
+
|<span id="Focused Striker"></span>[[Focused Striker]]
 
| 9
 
| 9
 
| [[Perception]] ≥ 8
 
| [[Perception]] ≥ 8
Line 180: Line 180:
 
| [[#Deadly Momentum|Deadly Momentum]]
 
| [[#Deadly Momentum|Deadly Momentum]]
 
|-
 
|-
| [[Iron Limbs]]<br>(a.k.a. Iron Grip)
+
|<span id="Iron Limbs"></span>[[Iron Limbs]]
 
| 3
 
| 3
 
| [[Agility]] ≥ 6
 
| [[Agility]] ≥ 6
Line 188: Line 188:
 
| [[#Iron Man|Iron Man]]
 
| [[#Iron Man|Iron Man]]
 
|-
 
|-
| [[Man of Steel]]
+
|<span id="Man of Steel"></span>[[Man of Steel]]
 
| 15
 
| 15
 
| [[Endurance]] ≥ 6
 
| [[Endurance]] ≥ 6
Line 197: Line 197:
 
| [[#Iron Man|Iron Man]]
 
| [[#Iron Man|Iron Man]]
 
|-
 
|-
| [[Unbreakable]]
+
|<span id="Unbreakable"></span>[[Unbreakable]]
 
| 12
 
| 12
 
| [[Strength]] ≥ 8
 
| [[Strength]] ≥ 8
Line 205: Line 205:
 
| [[#Iron Man|Iron Man]]
 
| [[#Iron Man|Iron Man]]
 
|-
 
|-
| [[Living Anatomy]]
+
|<span id="Living Anatomy"></span>[[Living Anatomy]]
 
| 12
 
| 12
 
| [[Intelligence]] ≥ 6
 
| [[Intelligence]] ≥ 6
Line 213: Line 213:
 
| [[#Lethal Death|Lethal Death]]
 
| [[#Lethal Death|Lethal Death]]
 
|-
 
|-
| [[Gunner]]
+
|<span id="Gunner"></span>[[Gunner]]
 
| 3
 
| 3
 
| [[Intelligence]] ≥ 6
 
| [[Intelligence]] ≥ 6
Line 221: Line 221:
 
| [[#Lethal Death|Lethal Death]]
 
| [[#Lethal Death|Lethal Death]]
 
|-
 
|-
| [[Weapon Handling]]
+
|<span id="Weapon Handling"></span>[[Weapon Handling]]
 
| 3
 
| 3
 
| [[Charisma]] ≥ 6
 
| [[Charisma]] ≥ 6
Line 229: Line 229:
 
| [[#Lethal Death|Lethal Death]]
 
| [[#Lethal Death|Lethal Death]]
 
|-
 
|-
| [[Better Criticals]]
+
|<span id="Better Criticals"></span>[[Better Criticals]]
 
| 12
 
| 12
 
| [[Luck]] ≥ 8
 
| [[Luck]] ≥ 8
Line 237: Line 237:
 
| [[#Marksman|Marksman]]
 
| [[#Marksman|Marksman]]
 
|-
 
|-
| [[Hit the Gaps]]
+
|<span id="Hit the Gaps"></span>[[Hit the Gaps]]
 
| 12
 
| 12
 
| [[Charisma]] ≥ 8
 
| [[Charisma]] ≥ 8
Line 244: Line 244:
 
| [[#Marksman|Marksman]]
 
| [[#Marksman|Marksman]]
 
|-
 
|-
| [[Spray and Pray]]
+
|<span id="Spray and Pray"></span>[[Spray and Pray]]
 
| 6
 
| 6
 
| [[Luck]] ≥ 6
 
| [[Luck]] ≥ 6
Line 251: Line 251:
 
| [[#Marksman|Marksman]]
 
| [[#Marksman|Marksman]]
 
|-
 
|-
| [[Healer]]
+
|<span id="Healer"></span>[[Healer]]
 
| 3
 
| 3
 
| [[Endurance]] ≥ 6
 
| [[Endurance]] ≥ 6
Line 259: Line 259:
 
| [[#Medicine Doctor|Medicine Doctor]]
 
| [[#Medicine Doctor|Medicine Doctor]]
 
|-
 
|-
| [[Medic]]
+
|<span id="Medic"></span>[[Medic]]
 
| 15
 
| 15
 
| [[Intelligence]] ≥ 8
 
| [[Intelligence]] ≥ 8
Line 268: Line 268:
 
| [[#Medicine Doctor|Medicine Doctor]]
 
| [[#Medicine Doctor|Medicine Doctor]]
 
|-
 
|-
| [[Surgeon]]
+
|<span id="Surgeon"></span>[[Surgeon]]
 
| 3
 
| 3
 
| [[Intelligence]] ≥ 6
 
| [[Intelligence]] ≥ 6
Line 279: Line 279:
 
| [[#Medicine Doctor|Medicine Doctor]]
 
| [[#Medicine Doctor|Medicine Doctor]]
 
|-
 
|-
| [[Gain Charisma]]
+
|<span id="Gain Charisma"></span>[[Gain Charisma]]
 
| 3
 
| 3
 
| [[Charisma]] ≤ 19
 
| [[Charisma]] ≤ 19
Line 287: Line 287:
 
| [[#Mysterious Stranger|Mysterious Stranger]]
 
| [[#Mysterious Stranger|Mysterious Stranger]]
 
|-
 
|-
| [[Cult of Personality]]
+
|<span id="Cult of Personality"></span>[[Cult of Personality]]
 
| 3
 
| 3
 
| [[Charisma]] ≥ 8
 
| [[Charisma]] ≥ 8
Line 297: Line 297:
 
| [[#Mysterious Stranger|Mysterious Stranger]]
 
| [[#Mysterious Stranger|Mysterious Stranger]]
 
|-
 
|-
| [[Party Member]]
+
|<span id="Party Member"></span>[[Party Member]]
 
| 3
 
| 3
 
| [[Charisma]] ≥ 6
 
| [[Charisma]] ≥ 6
Line 306: Line 306:
 
| [[#Mysterious Stranger|Mysterious Stranger]]
 
| [[#Mysterious Stranger|Mysterious Stranger]]
 
|-
 
|-
| [[Demolition Boy]]
+
|<span id="Demolition Boy"></span>[[Demolition Boy]]
 
| 6
 
| 6
 
| [[Strength]] ≥ 6
 
| [[Strength]] ≥ 6
Line 313: Line 313:
 
| [[#Nader|Nader]]
 
| [[#Nader|Nader]]
 
|-
 
|-
| [[Heave Ho!]]
+
|<span id="Heave Ho!"></span>[[Heave Ho!]]
 
| 6
 
| 6
 
| [[Strength]] ≥ 6
 
| [[Strength]] ≥ 6
Line 321: Line 321:
 
| [[#Nader|Nader]]
 
| [[#Nader|Nader]]
 
|-
 
|-
| [[Hit and Run]]
+
|<span id="Hit and Run"></span>[[Hit and Run]]
 
| 9
 
| 9
 
| [[Agility]] ≥ 6
 
| [[Agility]] ≥ 6
Line 329: Line 329:
 
| [[#Nader|Nader]]
 
| [[#Nader|Nader]]
 
|-
 
|-
| [[Gain Perception]]
+
|<span id="Gain Perception"></span>[[Gain Perception]]
 
| 3
 
| 3
 
| [[Perception]] ≤ 19
 
| [[Perception]] ≤ 19
Line 337: Line 337:
 
| [[#Ninja|Ninja]]
 
| [[#Ninja|Ninja]]
 
|-
 
|-
| [[Ghost]]
+
|<span id="Ghost"></span>[[Ghost]]
 
| 6
 
| 6
 
| [[Perception]] ≥ 6
 
| [[Perception]] ≥ 6
Line 344: Line 344:
 
| [[#Ninja|Ninja]]
 
| [[#Ninja|Ninja]]
 
|-
 
|-
| [[Silent Running]]
+
|<span id="Silent Running"></span>[[Silent Running]]
 
| 6
 
| 6
 
| [[Agility]] ≥ 6
 
| [[Agility]] ≥ 6
Line 352: Line 352:
 
| [[#Ninja|Ninja]]
 
| [[#Ninja|Ninja]]
 
|-
 
|-
| [[Bonus Battle Stats]]
+
|<span id="Bonus Battle Stats"></span>[[Bonus Battle Stats]]
 
| 6
 
| 6
 
| [[Perception]] ≥ 6
 
| [[Perception]] ≥ 6
Line 361: Line 361:
 
| [[#Pyro!|Pyro!]]
 
| [[#Pyro!|Pyro!]]
 
|-
 
|-
| [[Firefighter]]
+
|<span id="Firefighter"></span>[[Firefighter]]
 
| 3
 
| 3
 
| [[Intelligence]] ≥ 6
 
| [[Intelligence]] ≥ 6
Line 371: Line 371:
 
| [[#Pyro!|Pyro!]]
 
| [[#Pyro!|Pyro!]]
 
|-
 
|-
| [[Pyromaniac]]
+
|<span id="Pyromaniac"></span>[[Pyromaniac]]
 
| 9
 
| 9
 
| [[Endurance]] ≥ 6
 
| [[Endurance]] ≥ 6
Line 378: Line 378:
 
| [[#Pyro!|Pyro!]]
 
| [[#Pyro!|Pyro!]]
 
|-
 
|-
| [[Bonus AP Regen]]
+
|<span id="Bonus AP Regen"></span>[[Bonus AP Regen]]
 
| 3
 
| 3
 
| [[Agility]] ≥ 6
 
| [[Agility]] ≥ 6
Line 386: Line 386:
 
| [[#Quartermaster|Quartermaster]]
 
| [[#Quartermaster|Quartermaster]]
 
|-
 
|-
| [[Earlier Sequence]]
+
|<span id="Earlier Sequence"></span>[[Earlier Sequence]]
 
| 3
 
| 3
 
| [[Perception]] ≥ 5
 
| [[Perception]] ≥ 5
Line 394: Line 394:
 
| [[#Quartermaster|Quartermaster]]
 
| [[#Quartermaster|Quartermaster]]
 
|-
 
|-
| [[Quick Pockets]]
+
|<span id="Quick Pockets"></span>[[Quick Pockets]]
 
| 3
 
| 3
 
| [[Agility]] ≥ 5
 
| [[Agility]] ≥ 5
Line 404: Line 404:
 
| [[#Quartermaster|Quartermaster]]
 
| [[#Quartermaster|Quartermaster]]
 
|-
 
|-
| [[Cowboy]]
+
|<span id="Cowboy"></span>[[Cowboy]]
 
| 3
 
| 3
 
| [[Agility]] ≥ 8
 
| [[Agility]] ≥ 8
Line 412: Line 412:
 
| [[#Quick Fingers|Quick Fingers]]
 
| [[#Quick Fingers|Quick Fingers]]
 
|-
 
|-
| [[Fast Attacks]]
+
|<span id="Fast Attacks"></span>[[Fast Attacks]]
 
| 9
 
| 9
 
| [[Agility]] ≥ 6
 
| [[Agility]] ≥ 6
Line 419: Line 419:
 
| [[#Quick Fingers|Quick Fingers]]
 
| [[#Quick Fingers|Quick Fingers]]
 
|-
 
|-
| [[Bonus Rate of Fire]]
+
|<span id="Bonus Rate of Fire"></span>[[Bonus Rate of Fire]]
 
| 18
 
| 18
 
| [[Agility]] ≥ 8
 
| [[Agility]] ≥ 8
Line 426: Line 426:
 
| [[#Quick Fingers|Quick Fingers]]
 
| [[#Quick Fingers|Quick Fingers]]
 
|-
 
|-
| [[Awareness]]
+
|<span id="Awareness"></span>[[Awareness]]
 
| 3
 
| 3
 
| [[Perception]] ≥ 6
 
| [[Perception]] ≥ 6
Line 437: Line 437:
 
| [[#Ranger|Ranger]]
 
| [[#Ranger|Ranger]]
 
|-
 
|-
| [[Right between the Eyes]]
+
|<span id="Right between the Eyes"></span>[[Right between the Eyes]]
 
| 15
 
| 15
 
| [[Perception]] ≥ 8
 
| [[Perception]] ≥ 8
Line 444: Line 444:
 
| [[#Ranger|Ranger]]
 
| [[#Ranger|Ranger]]
 
|-
 
|-
| [[Sharpshooter]]
+
|<span id="Sharpshooter"></span>[[Sharpshooter]]
 
| 6
 
| 6
 
| [[Perception]] ≥ 8
 
| [[Perception]] ≥ 8
Line 453: Line 453:
 
| [[#Ranger|Ranger]]
 
| [[#Ranger|Ranger]]
 
|-
 
|-
| [[Gain Luck]]
+
|<span id="Gain Luck"></span>[[Gain Luck]]
 
| 3
 
| 3
 
| [[Luck]] ≤ 19
 
| [[Luck]] ≤ 19
Line 461: Line 461:
 
| [[#Slayer|Slayer]]
 
| [[#Slayer|Slayer]]
 
|-
 
|-
| [[Even More Criticals]]
+
|<span id="Even More Criticals"></span>[[Even More Criticals]]
 
| 6
 
| 6
 
| [[Luck]] ≥ 8
 
| [[Luck]] ≥ 8
Line 469: Line 469:
 
| [[#Slayer|Slayer]]
 
| [[#Slayer|Slayer]]
 
|-
 
|-
| [[More Critical]]
+
|<span id="More Critical"></span>[[More Critical]]
 
| 3
 
| 3
 
| [[Luck]] ≥ 6
 
| [[Luck]] ≥ 6
Line 477: Line 477:
 
| [[#Slayer|Slayer]]
 
| [[#Slayer|Slayer]]
 
|-
 
|-
| [[Action Boy]]
+
|<span id="Action Boy"></span>[[Action Boy]]
 
| 12
 
| 12
 
| [[Agility]] ≥ 6
 
| [[Agility]] ≥ 6
Line 485: Line 485:
 
| [[#Speedboy|Speedboy]]
 
| [[#Speedboy|Speedboy]]
 
|-
 
|-
| [[Bonus Move]]
+
|<span id="Bonus Move"></span>[[Bonus Move]]
 
| 3
 
| 3
 
| [[Agility]] ≥ 6
 
| [[Agility]] ≥ 6
Line 493: Line 493:
 
| [[#Speedboy|Speedboy]]
 
| [[#Speedboy|Speedboy]]
 
|-
 
|-
| [[Gain Agility]]
+
|<span id="Gain Agility"></span>[[Gain Agility]]
 
| 3
 
| 3
 
| [[Agility]] ≤ 19
 
| [[Agility]] ≤ 19
Line 501: Line 501:
 
| [[#Speedboy|Speedboy]]
 
| [[#Speedboy|Speedboy]]
 
|-
 
|-
| [[Gain Intelligence]]
+
|<span id="Gain Intelligence"></span>[[Gain Intelligence]]
 
| 3
 
| 3
 
| [[Intelligence]] ≤ 19
 
| [[Intelligence]] ≤ 19
Line 509: Line 509:
 
| [[#Stealth Master|Stealth Master]]
 
| [[#Stealth Master|Stealth Master]]
 
|-
 
|-
| [[Phantom Presence]]
+
|<span id="Phantom Presence"></span>[[Phantom Presence]]
 
| 18
 
| 18
 
| [[Luck]] ≥ 8
 
| [[Luck]] ≥ 8
Line 517: Line 517:
 
| [[#Stealth Master|Stealth Master]]
 
| [[#Stealth Master|Stealth Master]]
 
|-
 
|-
| [[Undetected]]
+
|<span id="Undetected"></span>[[Undetected]]
 
| 3
 
| 3
 
| [[Charisma]] ≥ 6
 
| [[Charisma]] ≥ 6
Line 525: Line 525:
 
| [[#Stealth Master|Stealth Master]]
 
| [[#Stealth Master|Stealth Master]]
 
|-
 
|-
| [[Adrenaline Rush]]
+
|<span id="Adrenaline Rush"></span>[[Adrenaline Rush]]
 
| 3
 
| 3
 
| [[Charisma]] ≥ 6
 
| [[Charisma]] ≥ 6
Line 544: Line 544:
 
| [[#Tank (perk synergy)|Tank]]
 
| [[#Tank (perk synergy)|Tank]]
 
|-
 
|-
| [[Lethal Protection]]
+
|<span id="Lethal Protection"></span>[[Lethal Protection]]
 
| 12
 
| 12
 
| [[Perception]] ≥ 6
 
| [[Perception]] ≥ 6
Line 552: Line 552:
 
| [[#Tank (perk synergy)|Tank]]
 
| [[#Tank (perk synergy)|Tank]]
 
|-
 
|-
| [[Toughness]]
+
|<span id="Toughness"></span>[[Toughness]]
 
| 6
 
| 6
 
| [[Endurance]] ≥ 4
 
| [[Endurance]] ≥ 4
Line 561: Line 561:
 
| [[#Tank (perk synergy)|Tank]]
 
| [[#Tank (perk synergy)|Tank]]
 
|-
 
|-
| [[Cybernetic Eye]]
+
|<span id="Cybernetic Eye"></span>[[Cybernetic Eye]]
 
| 6
 
| 6
 
| [[Perception]] ≥ 6
 
| [[Perception]] ≥ 6
Line 569: Line 569:
 
| [[#Technician|Technician]]
 
| [[#Technician|Technician]]
 
|-
 
|-
| [[Gain Implants]]
+
|<span id="Gain Implants"></span>[[Gain Implants]]
 
| 3
 
| 3
 
| [[Charisma]] ≥ 6
 
| [[Charisma]] ≥ 6
Line 576: Line 576:
 
| [[#Technician|Technician]]
 
| [[#Technician|Technician]]
 
|-
 
|-
| [[Synthetic]]
+
|<span id="Synthetic"></span>[[Synthetic]]
 
| 18
 
| 18
 
| [[Charisma]] ≥ 8
 
| [[Charisma]] ≥ 8
Line 586: Line 586:
 
| [[#Technician|Technician]]
 
| [[#Technician|Technician]]
 
|-
 
|-
| [[Lone Wanderer]]
+
|<span id="Lone Wanderer"></span>[[Lone Wanderer]]
 
| 3
 
| 3
 
| [[Charisma]] ≥ 6
 
| [[Charisma]] ≥ 6
Line 593: Line 593:
 
| [[#Undying|Undying]]
 
| [[#Undying|Undying]]
 
|-
 
|-
| [[Providence]]
+
|<span id="Providence"></span>[[Providence]]
 
| 9
 
| 9
 
| [[Luck]] ≥ 8
 
| [[Luck]] ≥ 8
Line 600: Line 600:
 
| [[#Undying|Undying]]
 
| [[#Undying|Undying]]
 
|-
 
|-
| [[Stonewall]]
+
|<span id="Stonewall"></span>[[Stonewall]]
 
| 9
 
| 9
 
| [[Strength]] ≥ 6
 
| [[Strength]] ≥ 6
Line 608: Line 608:
 
| [[#Undying|Undying]]
 
| [[#Undying|Undying]]
 
|-
 
|-
| [[Baiter]]
+
|<span id="Baiter"></span>[[Baiter]]
 
| 6
 
| 6
 
| [[Charisma]] ≥ 6
 
| [[Charisma]] ≥ 6
Line 616: Line 616:
 
| [[#Vanishing Act|Vanishing Act]]
 
| [[#Vanishing Act|Vanishing Act]]
 
|-
 
|-
| [[Crasher]]
+
|<span id="Crasher"></span>[[Crasher]]
 
| 15
 
| 15
 
| [[Luck]] ≥ 8
 
| [[Luck]] ≥ 8
 
|
 
|
*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]]
 
|-
 
|-
| [[Long Arms]]
+
|<span id="Long Arms"></span>[[Long Arms]]
 
| 15
 
| 15
 
| [[Strength]] ≥ 8
 
| [[Strength]] ≥ 8
Line 631: Line 631:
 
| [[#Vanishing Act|Vanishing Act]]
 
| [[#Vanishing Act|Vanishing Act]]
 
|-
 
|-
| [[Atomic Savant]]
+
|<span id="Atomic Savant"></span>[[Atomic Savant]]
 
| 9
 
| 9
 
| [[Endurance]] ≥ 6
 
| [[Endurance]] ≥ 6
Line 639: Line 639:
 
| [[#Vigor Boost|Vigor Boost]]
 
| [[#Vigor Boost|Vigor Boost]]
 
|-
 
|-
| [[Coolheaded]]
+
|<span id="Coolheaded"></span>[[Coolheaded]]
 
| 3
 
| 3
 
| [[Charisma]] ≥ 6
 
| [[Charisma]] ≥ 6
Line 648: Line 648:
 
| [[#Vigor Boost|Vigor Boost]]
 
| [[#Vigor Boost|Vigor Boost]]
 
|-
 
|-
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| 3
 
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| [[#Vitality|Vitality]]
 
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== Perk synergies ==
 
== Perk synergies ==
 
{{:Perk synergies}}
 
{{:Perk synergies}}
  
 
[[Category:Level Perks| ]]
 
[[Category:Level Perks| ]]

Revision as of 21:44, 26 January 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
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 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
  • Reduces aimed attack penalties: accuracy and attack delay by 50%, AP cost by 1 AP
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 3 Agility ≥ 6 Iron Man
Man of Steel 15 Endurance ≥ 6
  • +25% critical chance resistance
  • +50% critical power resistance
  • +8% resistance to armor bypass 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 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 block 75% of incoming damage
Undying
Stonewall 9 Strength ≥ 6
  • +8% chance to avoid being knocked down/out per point of Strength
  • Grants knockback immunity
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

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
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 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
  • Reduces aimed attack penalties: accuracy and attack delay by 50%, AP cost by 1 AP
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 3 Agility ≥ 6 Iron Man
Man of Steel 15 Endurance ≥ 6
  • +25% critical chance resistance
  • +50% critical power resistance
  • +8% resistance to armor bypass 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 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 block 75% of incoming damage
Undying
Stonewall 9 Strength ≥ 6
  • +8% chance to avoid being knocked down/out per point of Strength
  • Grants knockback immunity
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

Template loop detected: Perk synergies