Difference between revisions of "Perks"

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Some perks have more than one rank, i.e. it is possible to gain them more than once. Typically, the higher the rank of a perk, the greater the bonus it gives is. Requirements may vary for different ranks of a perk, usually the higher the rank, the higher the skill/level requirements that must be met prior to acquiring it are.
 
Some perks have more than one rank, i.e. it is possible to gain them more than once. Typically, the higher the rank of a perk, the greater the bonus it gives is. Requirements may vary for different ranks of a perk, usually the higher the rank, the higher the skill/level requirements that must be met prior to acquiring it are.
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'''Level perks''' are [[perks]] which work in the same way as their counterparts from the original Fallout games.
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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
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A full list of level perks:
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 +
{| class="wikitable sortable" border="1"
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|-
 +
!  Name
 +
!  Req.<br> level
 +
!  Other requirements
 +
!  Bonus
 +
|-
 +
|  [[Action Boy]]
 +
|  12
 +
|  [[Agility]] ≥ 6
 +
|  +2 to [[Action Points]]
 +
|-
 +
|  [[Adrenaline Rush]]
 +
|  3
 +
|  [[Strength]] ≥ 6
 +
|  [[HP]] loss effects [[DT]]'s and [[DR]]'s incremental increase at certain thresholds
 +
|-
 +
|  [[Better Criticals]]
 +
|  12
 +
|  [[Ranged Combat Skill]] ≥ 175%
 +
 +
* Increase [[Critical Power]] by 25%
 +
* Increase Critical Damage by 50% for aimed attacks
 +
|-
 +
|  [[Bonus HtH Attacks]]
 +
|  18
 +
|  [[Close Combat]] ≥ 180%
 +
|  -1 AP to [[HtH]] attack cost
 +
|-
 +
|  [[Bonus HtH Damage]]
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|  3
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|  [[Close Combat]] ≥ 75%
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|  +9 to [[melee]] damage
 +
|-
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|  [[Bonus Move]]
 +
|  3
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|  [[Agility]] ≥ 6
 +
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* +2 [[AP]]s that can only be expended for movement in [[TB]] combat
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* +10% [[Movement Speed]]
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|-
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|  [[Bonus Ranged Damage]]
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|  9
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|  [[Ranged Combat Skill]] ≥ 150%
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|  +2 to a weapon's damage range when using small or big guns
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|-
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|  [[Bonus Ranged Damage]] Rank II
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|  12
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|  [[Ranged Combat Skill]] ≥ 175%
 +
|  +2 to the weapon's damage range when using small or big guns
 +
|-
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|  [[Bonus Rate of Fire]]
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| 18
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|  [[Ranged Combat Skill]]  ≥ 180%
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|  -1 [[AP]] to ranged attack cost, except if throwing melee-class items
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|-
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|  [[Dodger]]
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|  3
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|  [[Agility]] ≥ 8
 +
 +
* +75 to [[AC]]
 +
* +10 to [[AC]] Cap
 +
|-
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|  [[Earlier Sequence]]
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|  3
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|  [[Perception]] ≥ 5
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|  +25 to [[Sequence]]
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|-
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|  [[Even More Criticals]]
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|  6
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|  [[Ranged Combat Skill]]
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|  +10% to [[critical hit chance]]
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|-
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|  [[Faster Healing]]*
 +
|  n/a
 +
|  [[Doctor]] ≥ 75%
 +
|  +15 to [[healing rate]]
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|-
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|  [[Quick Pockets]]
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|  3
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|  [[Agility]] ≥ 5
 +
 +
* Free reload AP Cost
 +
*-1 AP Cost for using super stimpak or bloodpack
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|-
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|  [[Gain Agility]]
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|  3
 +
|  [[Agility]] ≤ 19
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|  +2 to [[Agility]]
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|-
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|  [[Gain Charisma]]
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|  3
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|  [[Charisma]] ≤ 19
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|  +2 to [[Charisma]]
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|-
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|  [[Gain Endurance]]
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|  3
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|  [[Endurance]] ≤ 19
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|  +2 to [[Endurance]]
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|-
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|  [[Gain Intelligence]]
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|  3
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|  [[Intelligence]] ≤ 19
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|  +2 to [[Intelligence]]
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|-
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|  [[Gain Luck]]
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|  3
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|  [[Luck]] ≤ 19
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|  +2 to [[Luck]]
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|-
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|  [[Gain Perception]]
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|  3
 +
|  [[Perception]] ≤ 19
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|  +2 to [[Perception]]
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|-
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|  [[Gain Strength]]
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|  3
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|  [[Strength]] ≤ 19
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|  +2 to [[Strength]]
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|-
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|  [[Ghost]]
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|  6
 +
|  [[Sneak]] ≥ 80%
 +
|  +100 bonus to [[Sneak]] when within 5 hexes from a wall
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|-
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|  [[Healer]]
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|  3
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|  [[First Aid]] ≥ 75%
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|  +50-100 to hit points healed using [[First Aid]]
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|-
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|  [[Heave Ho!]]
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|  6
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|  [[Throwing]] ≥ 100%
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|  +6 to Throwing Range
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|-
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|  [[Hit the Gaps]]
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|  12
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|  [[Combat Skill]] ≥ 150%
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|  -50% to your target's armor's critical modifiers
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|-
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|  [[Better HtH Criticals]]
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|  15
 +
|  [[Close Combat]] ≥ 175%
 +
 +
* +33% Critical Power for using melee weapons
 +
* +75% Critical Damage for using melee weapons
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|-
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|  [[HtH Evade]]
 +
|  6
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|  [[Close Combat]] ≥ 75%
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* +100 to [[AC]] when both item slots are empty
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* +10 to [[AC]] Cap
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|-
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|  [[In Your Face!]]
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|  9
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|  [[Close Combat]] ≥ 125%
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|  Attackers' [[chance to hit]] you drops by 50% if s/he is standing on a hex next to yours
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|-
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|  [[Iron Limps]]
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|  3
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|  [[Strength]] ≥ 6
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* Immune for Criple limp
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* immune for weapon drop
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|-
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|  [[Lifegiver]]
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|  12
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|  [[Endurance]] ≥ 5
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|  +4 to [[hit points]] Level cap
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|-
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|  [[Lifegiver]] RANK II
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|  15
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|  [[Endurance]] ≥ 6
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|  +4 to [[hit points]] Level cap
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|-
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|  [[Lifegiver]] RANK III
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|  18
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|  [[Endurance]] ≥ 7
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|  +4 to [[hit points]] Level cap
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|-
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|  [[Livewire]]
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|  3
 +
|  [[Agility]] ≥ 6
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|  Doubled [[AC]]
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|-
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|  [[Living Anatomy]]
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|  12
 +
|  [[First Aid]] ≥ 100%
 +
 +
* +15 to [[flat damage]] when attacking living organisms
 +
* +200 to Critical fail roll while using [[First Aid]] Skill
 +
|-
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|  [[Man of Steel]]
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|  15
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|  [[Endurance]] ≥ 8
 +
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* +25% [[Critical Chance Resistance]]
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* +50% [[Critical Power Resistance]]
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|-
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|  [[Medic]]
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|  15
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|  [[First Aid]] ≥ 150%
 +
 +
* Healing [[cooldowns]] reduced by 50%
 +
* +15-30 [[Hit Points]] in First Aid Heal
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|-
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|  [[More Critical]]
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|  3
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|  [[Ranged Combat Skill]] ≥ 100%
 +
|  +6% to [[critical hit chance]]
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|-
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|  [[More Ranged Damage]]
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|  15
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|  [[Ranged Combat Skill]] ≥ 200%
 +
|  +3 to a weapon's damage range when using small or big guns
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|-
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|  [[Pyromaniac]]
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|  9
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|  [[BG]] ≥ 100%
 +
 +
* +50% to damage when using flame Fire weaponry
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* +35% to damage when using single shot fire weaponry
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* +200% to damage when using burst shot fire weaponry
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|-
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|  [[Pyromaniac]] RANK II
 +
|  15
 +
|  [[BG]] ≥ 150%
 +
 +
* +50% to damage when using flame Fire weaponry
 +
* +35% to damage when using single shot fire weaponry
 +
* +200% to damage when using burst shot fire weaponry
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|-
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|  [[Quick Recovery]]
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|  3
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|  [[Agility]] ≥ 6
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|  Recovering from knock downs/knock outs costs significantly fewer [[APs]] than it normally would
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|-
 +
|  [[Right between the Eyes]]
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|  15
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|  [[Combat Skill]] ≥ 200%
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|  -90% to your target's helmet's critical modifiers
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|-
 +
|  [[Sharpshooter]]
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|  9
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|  [[Ranged Combat Skill]] ≥ 150%
 +
 +
* +2 to [[Perception]] when determining how far you can see,
 +
* +8% to your [[chance to hit]]
 +
* 1-10% DR Penetration
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|-
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|  [[Silent Death]]
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|  15
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|  [[Sneak]] ≥ 175%
 +
|  Attacking a critter from behind always causes a [[critical hit]] when unarmed,<br> using melee weapons or firing one-handed guns.
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|-
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|  [[Silent Running]]
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|  15
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|  [[Sneak]] ≥ 125%
 +
|  No penalty for running while in sneak mode
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|-
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|  [[Spray and Pray]]
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|  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
 +
|  +2 to [[DT]], +8 to [[DR]]
 +
|-
 +
|  [[Toughness]] RANK II
 +
|  9
 +
|  [[Endurance]] ≥ 6
 +
|  +3 to [[DT]], +8 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
 +
|-
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|  [[Firefighter]]
 +
|  3
 +
|  [[Strength]] ≥ 7
 +
 +
* 15 Fire and Explode [[DT]]
 +
* -25% melee damage for opponent
 +
* Immune for [[Pyromaniac]] Bonuses
 +
|-
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|}
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==Table of Perks Synergies==
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 +
{| class="wikitable sortable" border="1"
 +
|-
 +
!  Name
 +
!  Perks
 +
!  Bonus
 +
|-
 +
| Bonus HtH Speed
 +
| [[Bonus HtH Damage]] + [[Bonus HtH Attacks]] + [[Vampire]]
 +
| +25% Run Speed
 +
|-
 +
| Speedboy
 +
| [[Action Boy]] + [[Bonus Move]] + [[Gain Agility]]
 +
| +10% Bonus AP
 +
|-
 +
| Tank
 +
| [[Adrenaline Rush]] + 2x [[Toughness]]
 +
| +8% explode DR, blocks 5 damage from each attack
 +
|-
 +
| Burster
 +
| 2x [[Bonus Ranged Damage]] + [[More Ranged Damage]]
 +
| 75% chance to deal +100% damage when attacking from one hex distance while using ranged weapon
 +
|-
 +
| Rapid Fire
 +
| [[Bonus Rate of Fire]] + [[Gain Charisma]] + [[Gain Intelligence]]
 +
| -1 AP cost while attacking
 +
|-
 +
| Armor King
 +
| [[Dodger]] + [[HtH Evade]] + [[Livewire]]
 +
| Doubles [[Armor Class]] cap
 +
|-
 +
| Quick Fingers
 +
| [[Earlier Sequence]] + [[Weapon Handling]] + [[Cowboy]]
 +
| 50% Shorter Attack Speed for single shots
 +
|-
 +
| Slayer
 +
| [[More Critical]] + [[Even More Criticals]] + [[Gain Luck]]
 +
| +10 Bonus flat Critical Power; Ignore 80% of target's armor critical roll multiplier protection
 +
|-
 +
| Vitality
 +
| [[Gain Endurance]] + [[Faster Healing]] + [[Quick Pockets]]
 +
| +40% Bonus Healing Rate
 +
|-
 +
| Ninja
 +
| [[Gain Perception]] + [[Silent Running]] + [[Ghost]] + [[Silent Death]]
 +
| +100 bonus Stealth
 +
|-
 +
| Bonus HtH Rapid
 +
| [[Gain Strength]] + [[In Your Face!]] + [[Better HtH Criticals]]
 +
| +5 bonus ST in Heavy Handed calculation and +1 AP/s AP Regen
 +
|-
 +
| Medicine Doctor
 +
| [[Healer]] + [[Medic]] + [[Living Anatomy]]
 +
| Healing a Target also Heals you for 50%
 +
|-
 +
| Ranger
 +
| [[Heave Ho!]] + [[Sharpshooter]] + [[Quick Recovery]]
 +
| +5 more hexes range when using throwing or ranged weapons
 +
|-
 +
| Iron Man
 +
| [[Iron Grip]] + [[Man of Steel]] + [[Stonewall]]
 +
| +30% Critical Chance Resistance and Critical Roll Resistance
 +
|-
 +
| Mountain
 +
| 3x [[Lifegiver]]
 +
| +5% Damage Reduction
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|-
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| Pyro!
 +
| 2x [[Pyromaniac]] + [[Fire Fighter]]
 +
| Plasma damage converted to fire, converted multiple bullet burst attacks changed to single flame and receive 400% damage bonus, Fire attacks gain effect of plasma damage type (penetrating critical resistances) Fire attacks deal additional flat damage equal to half of Pyromaniac (and Phoenix Implant) fire damage bonus
 +
|-
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| Marksman
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| [[Better Criticals]] + [[Spray and Pray]] + ([[Right Between the Eyes]] or [[Hit the Gaps]])
 +
| Aimed Critical chance bonus changed to 7% from 4% for each luck
 +
|-
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|}
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[[Category:Level Perks| ]]
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Revision as of 12:51, 23 January 2022

Perks comprise four categories: level perks, support perks, Perks of Weapons, and Perks of Armors.

Level perks are gained every 3 character levels by using the perk selection window that appears on the character screen whenever it is possible for you to acquire a new ability.

Any support perk can be gained at any time through talking to an NPC that gives it, provided that your character meets its requirements. There is no limit as to how many support perks a character can have.

PvE Perks can be taken every 5 character levels since level 55. The same can be taken multiple times, mostly up to five times.

Regardless of its type, gaining a perk permanently unlocks its bonus, e.g. gaining Lifegiver increases the number of hit points your character has forever. There is no possibility of reverting the choice of a perk once the decision has been made. It is entirely up to the player to decide whether or not s/he wishes to gain a perk when given the possibility; no system exists to randomly select a perk should no decision be made by the player. You must reroll your character to change perks already taken.

It is important to note that omitting to choose a perk at a given level results in its loss if then another level is reached such that it would normally allow your character to choose a perk additional to that which you decided not to acquire when given the option.

Some perks have more than one rank, i.e. it is possible to gain them more than once. Typically, the higher the rank of a perk, the greater the bonus it gives is. Requirements may vary for different ranks of a perk, usually the higher the rank, the higher the skill/level requirements that must be met prior to acquiring it are.

Level perks are perks which work in the same way as their counterparts from the original Fallout games.

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

A full list of level perks:

Name Req.
level
Other requirements Bonus
Action Boy 12 Agility ≥ 6 +2 to Action Points
Adrenaline Rush 3 Strength ≥ 6 HP loss effects DT's and DR's incremental increase at certain thresholds
Better Criticals 12 Ranged Combat Skill ≥ 175%
  • Increase Critical Power by 25%
  • Increase Critical Damage by 50% for aimed attacks
Bonus HtH Attacks 18 Close Combat ≥ 180% -1 AP to HtH attack cost
Bonus HtH Damage 3 Close Combat ≥ 75% +9 to melee damage
Bonus Move 3 Agility ≥ 6
Bonus Ranged Damage 9 Ranged Combat Skill ≥ 150% +2 to a weapon's damage range when using small or big guns
Bonus Ranged Damage Rank II 12 Ranged Combat Skill ≥ 175% +2 to the weapon's damage range when using small or big guns
Bonus Rate of Fire 18 Ranged Combat Skill ≥ 180% -1 AP to ranged attack cost, except if throwing melee-class items
Dodger 3 Agility ≥ 8
  • +75 to AC
  • +10 to AC Cap
Earlier Sequence 3 Perception ≥ 5 +25 to Sequence
Even More Criticals 6 Ranged Combat Skill +10% to critical hit chance
Faster Healing* n/a Doctor ≥ 75% +15 to healing rate
Quick Pockets 3 Agility ≥ 5
  • Free reload AP Cost
  • -1 AP Cost for using super stimpak or bloodpack
Gain Agility 3 Agility ≤ 19 +2 to Agility
Gain Charisma 3 Charisma ≤ 19 +2 to Charisma
Gain Endurance 3 Endurance ≤ 19 +2 to Endurance
Gain Intelligence 3 Intelligence ≤ 19 +2 to Intelligence
Gain Luck 3 Luck ≤ 19 +2 to Luck
Gain Perception 3 Perception ≤ 19 +2 to Perception
Gain Strength 3 Strength ≤ 19 +2 to Strength
Ghost 6 Sneak ≥ 80% +100 bonus to Sneak when within 5 hexes from a wall
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
HtH Evade 6 Close Combat ≥ 75%
  • +100 to AC when both item slots are empty
  • +10 to AC Cap
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
Lifegiver 12 Endurance ≥ 5 +4 to hit points Level cap
Lifegiver RANK II 15 Endurance ≥ 6 +4 to hit points Level cap
Lifegiver RANK III 18 Endurance ≥ 7 +4 to hit points Level 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
Medic 15 First Aid ≥ 150%
More Critical 3 Ranged Combat Skill ≥ 100% +6% to critical hit chance
More Ranged Damage 15 Ranged Combat Skill ≥ 200% +3 to a weapon's damage range when using small or big guns
Pyromaniac 9 BG ≥ 100%
  • +50% to damage when using flame Fire weaponry
  • +35% to damage when using single shot fire weaponry
  • +200% to damage when using burst shot fire weaponry
Pyromaniac RANK II 15 BG ≥ 150%
  • +50% to damage when using flame Fire weaponry
  • +35% to damage when using single shot fire weaponry
  • +200% to damage when using burst shot fire weaponry
Quick Recovery 3 Agility ≥ 6 Recovering from knock downs/knock outs costs significantly fewer APs than it normally would
Right between the Eyes 15 Combat Skill ≥ 200% -90% to your target's helmet's critical modifiers
Sharpshooter 9 Ranged Combat Skill ≥ 150%
Silent Death 15 Sneak ≥ 175% Attacking a critter from behind always causes a critical hit when unarmed,
using melee weapons or firing one-handed guns.
Silent Running 15 Sneak ≥ 125% 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 +2 to DT, +8 to DR
Toughness RANK II 9 Endurance ≥ 6 +3 to DT, +8 to DR
Weapon Handling 3 Ranged Combat Skill ≥ 100%
Cowboy 3 Agility ≥ 10 * +50 AP Regen while using one handed weapons
Firefighter 3 Strength ≥ 7
  • 15 Fire and Explode DT
  • -25% melee damage for opponent
  • Immune for Pyromaniac Bonuses

Table of Perks Synergies

Name Perks Bonus
Bonus HtH Speed Bonus HtH Damage + Bonus HtH Attacks + Vampire +25% Run Speed
Speedboy Action Boy + Bonus Move + Gain Agility +10% Bonus AP
Tank Adrenaline Rush + 2x Toughness +8% explode DR, blocks 5 damage from each attack
Burster 2x Bonus Ranged Damage + More Ranged Damage 75% chance to deal +100% damage when attacking from one hex distance while using ranged weapon
Rapid Fire Bonus Rate of Fire + Gain Charisma + Gain Intelligence -1 AP cost while attacking
Armor King Dodger + HtH Evade + Livewire Doubles Armor Class cap
Quick Fingers Earlier Sequence + Weapon Handling + Cowboy 50% Shorter Attack Speed for single shots
Slayer More Critical + Even More Criticals + Gain Luck +10 Bonus flat Critical Power; Ignore 80% of target's armor critical roll multiplier protection
Vitality Gain Endurance + Faster Healing + Quick Pockets +40% Bonus Healing Rate
Ninja Gain Perception + Silent Running + Ghost + Silent Death +100 bonus Stealth
Bonus HtH Rapid Gain Strength + In Your Face! + Better HtH Criticals +5 bonus ST in Heavy Handed calculation and +1 AP/s AP Regen
Medicine Doctor Healer + Medic + Living Anatomy Healing a Target also Heals you for 50%
Ranger Heave Ho! + Sharpshooter + Quick Recovery +5 more hexes range when using throwing or ranged weapons
Iron Man Iron Grip + Man of Steel + Stonewall +30% Critical Chance Resistance and Critical Roll Resistance
Mountain 3x Lifegiver +5% Damage Reduction
Pyro! 2x Pyromaniac + Fire Fighter Plasma damage converted to fire, converted multiple bullet burst attacks changed to single flame and receive 400% damage bonus, Fire attacks gain effect of plasma damage type (penetrating critical resistances) Fire attacks deal additional flat damage equal to half of Pyromaniac (and Phoenix Implant) fire damage bonus
Marksman Better Criticals + Spray and Pray + (Right Between the Eyes or Hit the Gaps) Aimed Critical chance bonus changed to 7% from 4% for each luck