Difference between revisions of "Level perks"
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* Increase [[Critical Power]] by 25% | * Increase [[Critical Power]] by 25% | ||
* Increase Critical Damage by 50% for aimed attacks | * Increase Critical Damage by 50% for aimed attacks | ||
| + | |- | ||
| + | | [[Bonus Battle Stats]] | ||
| + | | 6 | ||
| + | | | ||
| + | | | ||
| + | *+10% damage, | ||
| + | *+2 weapon range(not melee), | ||
| + | *+25 accuracy | ||
|- | |- | ||
| [[Bonus HtH Attacks]] | | [[Bonus HtH Attacks]] | ||
Revision as of 18:15, 6 May 2022
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% |
|
| Bonus Battle Stats | 6 |
| |
| 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 | |
| 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% |
|
| Quick Pockets | 3 | Agility ≥ 5 |
|
| 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% |
|
| HtH Evade | 6 | Close Combat ≥ 75% | |
| 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 |
|
| 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% |
|
| 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% |
|
| Pyromaniac RANK II | 15 | BG ≥ 150% |
|
| 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 |
|
| 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 |
|
| Vampire | 9 | Melee Damage ≥ 20 | +25% lifesteal for melee attacks
|