Difference between revisions of "Level perks"

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Line 19: Line 19:
 
|  12
 
|  12
 
|  [[Agility]] ≥ 6
 
|  [[Agility]] ≥ 6
| +2 to [[Action Points]]
+
|  
 +
* +2 to [[Action Points]]
 
|-
 
|-
 
|  [[Adrenaline Rush]]
 
|  [[Adrenaline Rush]]
Line 26: Line 27:
 
|
 
|
 
* [[HP]] loss effects [[DT]]'s and [[DR]]'s incremental increase at certain thresholds
 
* [[HP]] loss effects [[DT]]'s and [[DR]]'s incremental increase at certain thresholds
* gives 8% Slow Resistance per CH
+
* Gives 8% Slow Resistance per CH
 
|-
 
|-
 
|  [[Better Criticals]]
 
|  [[Better Criticals]]
Line 39: Line 40:
 
|
 
|
 
|
 
|
*+10% damage,
+
*+10% Damage,
*+2 weapon range(not melee),
+
*+2 Weapon range(not melee),
*+25 accuracy
+
*+25 Accuracy
 
|-
 
|-
 
|  [[Bonus HtH Attacks]]
 
|  [[Bonus HtH Attacks]]
 
|  18
 
|  18
 
|  [[Close Combat]] ≥ 180%
 
|  [[Close Combat]] ≥ 180%
|  -1 AP to [[HtH]] attack cost
+
|
 +
* -1 AP to [[HtH]] attack cost
 
|-
 
|-
 
|  [[Bonus HtH Damage]]
 
|  [[Bonus HtH Damage]]
 
|  3
 
|  3
 
|  [[Close Combat]] ≥ 75%
 
|  [[Close Combat]] ≥ 75%
|  +10 to [[melee]] damage
+
|   
 +
* +10 to [[melee]] damage
 
|-
 
|-
 
|  [[Bonus Move]]
 
|  [[Bonus Move]]
Line 63: Line 66:
 
|  9
 
|  9
 
|  [[Ranged Combat Skill]] ≥ 150%
 
|  [[Ranged Combat Skill]] ≥ 150%
|  +3 to a weapon's damage range when using small or big guns
+
|   
 +
* +3 to a weapon's damage range when using small or big guns
 
|-
 
|-
 
|  [[Bonus Rate of Fire]]
 
|  [[Bonus Rate of Fire]]
 
| 18
 
| 18
 
|  [[Ranged Combat Skill]]  ≥ 180%
 
|  [[Ranged Combat Skill]]  ≥ 180%
|  -1 [[AP]] to ranged attack cost, except if throwing melee-class items
+
|   
 +
* -1 [[AP]] to ranged attack cost, except if throwing melee-class items
 
|-
 
|-
 
|  [[Death Sense]]
 
|  [[Death Sense]]
Line 75: Line 80:
 
|
 
|
 
* Penetrates 20% of the targets total DR
 
* Penetrates 20% of the targets total DR
* penetrates 30% of the targets total DT
+
* Penetrates 30% of the targets total DT
 +
* Affect targets with less than 50% max HP
 
|-
 
|-
 
|  [[Dodger]]
 
|  [[Dodger]]
Line 87: Line 93:
 
|  3
 
|  3
 
|  [[Perception]] ≥ 5
 
|  [[Perception]] ≥ 5
|  +25 to [[Sequence]]
+
|   
 +
*+25 to [[Sequence]]
 
|-
 
|-
 
|  [[Even More Criticals]]
 
|  [[Even More Criticals]]
Line 163: Line 170:
 
|  6
 
|  6
 
|  [[Sneak]] ≥ 80%
 
|  [[Sneak]] ≥ 80%
| +100 bonus to [[Sneak]] when within 5 hexes from a wall
+
|  
 +
* +100 bonus to [[Sneak]] when within 5 hexes from a wall
 
|-
 
|-
 
|  [[Healer]]
 
|  [[Healer]]
 
|  3
 
|  3
 
|  [[First Aid]] ≥ 75%
 
|  [[First Aid]] ≥ 75%
| +50-100 to hit points healed using [[First Aid]]
+
|  
 +
* +50-100 to hit points healed using [[First Aid]]
 
|-
 
|-
 
|  [[Heave Ho!]]
 
|  [[Heave Ho!]]
 
|  6
 
|  6
 
|  [[Throwing]] ≥ 100%
 
|  [[Throwing]] ≥ 100%
|  +6 to Throwing Range
+
|   
 +
* +6 to Throwing Range
 
|-
 
|-
 
|  [[Hit the Gaps]]
 
|  [[Hit the Gaps]]
 
|  12
 
|  12
 
|  [[Combat Skill]] ≥ 150%
 
|  [[Combat Skill]] ≥ 150%
|  -80% to your target's armor's critical modifiers
+
|   
 +
* -80% to your target's armor's critical modifiers
 
|-
 
|-
 
|  [[Better HtH Criticals]]
 
|  [[Better HtH Criticals]]
Line 190: Line 201:
 
|  9
 
|  9
 
|  [[Close Combat]] ≥ 125%
 
|  [[Close Combat]] ≥ 125%
| Attackers' [[chance to hit]] you drops by 50% if s/he is standing on a hex next to yours
+
|  
 +
* Attackers' [[chance to hit]] you drops by 50% if s/he is standing on a hex next to yours
 
|-
 
|-
 
|  [[Iron Limbs]]
 
|  [[Iron Limbs]]
Line 211: Line 223:
 
|  12
 
|  12
 
|  [[Endurance]] ≥ 5
 
|  [[Endurance]] ≥ 5
| +10 levels HP cap
+
|  
 +
* +10 levels HP cap
 
|-
 
|-
 
|  [[Livewire]]
 
|  [[Livewire]]
 
|  3
 
|  3
 
|  [[Agility]] ≥ 6
 
|  [[Agility]] ≥ 6
|  Doubled [[AC]]  
+
|   
 +
* Doubled [[AC]]  
 
|-
 
|-
 
|  [[Living Anatomy]]
 
|  [[Living Anatomy]]
Line 250: Line 264:
 
|  15
 
|  15
 
|  [[Ranged Combat Skill]] ≥ 200%
 
|  [[Ranged Combat Skill]] ≥ 200%
| +4 to a weapon's damage range when using small or big guns
+
|  
 +
* +4 to a weapon's damage range when using small or big guns
 
|-
 
|-
 
|  [[Pyromaniac]]
 
|  [[Pyromaniac]]
Line 268: Line 283:
 
|  15
 
|  15
 
|  [[Combat Skill]] ≥ 200%
 
|  [[Combat Skill]] ≥ 200%
|  -90% to your target's helmet's critical modifiers  
+
|   
 +
* -90% to your target's helmet's critical modifiers  
 
|-
 
|-
 
|  [[Sharpshooter]]
 
|  [[Sharpshooter]]
Line 281: Line 297:
 
|  6
 
|  6
 
|  [[Sneak]] ≥ 100%
 
|  [[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.
+
|  
 +
* 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]]
 
|  [[Spray and Pray]]
 
|  6
 
|  6
 
|  [[Combat Skill]] ≥ 125%
 
|  [[Combat Skill]] ≥ 125%
| Remove [[Critical Chance]] aimed cap
+
|  
 +
* Remove [[Critical Chance]] aimed cap
 
|-
 
|-
 
|  [[Stonewall]]
 
|  [[Stonewall]]
Line 293: Line 312:
 
|   
 
|   
 
* 8% per ST chance of avoiding knock-downs
 
* 8% per ST chance of avoiding knock-downs
Immune to knockback
+
*Immune to knockback
 
|-
 
|-
 
|  [[Toughness]]
 
|  [[Toughness]]
 
|  6
 
|  6
 
|  [[Endurance]] ≥ 4
 
|  [[Endurance]] ≥ 4
|  +4 to [[DT]], +12 to [[DR]]
+
|   
 +
* +4 to [[DT]], +12 to [[DR]]
 
|-
 
|-
 
|  [[Weapon Handling]]
 
|  [[Weapon Handling]]
Line 327: Line 347:
 
| 9
 
| 9
 
| [[Melee Damage]] ≥ 20
 
| [[Melee Damage]] ≥ 20
| +25% [[lifesteal]] for melee attacks  
+
|  
 +
* +25% [[lifesteal]] for melee attacks  
 
*If the target is poisoned, it won't work
 
*If the target is poisoned, it won't work
 
|-
 
|-

Revision as of 19:09, 27 December 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

Note: Level perks work off your permnament S.P.E.C.I.A.L so if want to take Adrenaline Rush, you will need real 6 Charisma(base+perks+implants) it doesnt effect temporary special like from drugs or Armor Perks, however if perk require other stat than special like Melee Damage you can boost your stats by drugs or other temporary source


A full list of level perks:

Name Req.
level
Other requirements Bonus
Action Boy 12 Agility ≥ 6
Adrenaline Rush 3 Charisma ≥ 6
  • HP loss effects DT's and DR's incremental increase at certain thresholds
  • Gives 8% Slow Resistance per CH
Better Criticals 12 Ranged Combat Skill ≥ 175%
  • Increase Critical Power by 25%
  • Increase Critical Damage by 50% for aimed attacks
Bonus Battle Stats 6
  • +10% Damage,
  • +2 Weapon range(not melee),
  • +25 Accuracy
Bonus HtH Attacks 18 Close Combat ≥ 180%
  • -1 AP to HtH attack cost
Bonus HtH Damage 3 Close Combat ≥ 75%
Bonus Move 3 Agility ≥ 6
Bonus Ranged Damage 9 Ranged Combat Skill ≥ 150%
  • +3 to a 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
Death Sense 6 LK ≥ 6
  • Penetrates 20% of the targets total DR
  • Penetrates 30% of the targets total DT
  • Affect targets with less than 50% max HP
Dodger 3 Agility ≥ 8
  • +150 to AC
  • +25 to AC Cap
Earlier Sequence 3 Perception ≥ 5
Even More Criticals 6 Ranged Combat Skill
Faster Healing* 3 Doctor ≥ 75%
Quick Pockets 3 Agility ≥ 5
  • Half Reload cost
  • -1 AP Cost for using super stimpak or bloodpack
Gain Agility 3 Agility ≤ 19
Gain Charisma 3 Charisma ≤ 19
Gain Endurance 3 Endurance ≤ 19
Gain Intelligence 3 Intelligence ≤ 19
Gain Luck 3 Luck ≤ 19
Gain Perception 3 Perception ≤ 19
Gain Strength 3 Strength ≤ 19
Ghost 6 Sneak ≥ 80%
  • +100 bonus to Sneak when within 5 hexes from a wall
Healer 3 First Aid ≥ 75%
Heave Ho! 6 Throwing ≥ 100%
  • +6 to Throwing Range
Hit the Gaps 12 Combat Skill ≥ 150%
  • -80% 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 Limbs 3 Agility ≥ 6
  • Immune for Criple limb
  • immune for weapon drop
  • 8% criple res per AG
  • Also known as Iron Grip
Lethal Protection 12 PE ≥ 6
  • Reduce % Lethal Damage as damage resistance
  • 8% death effect res per PE
Lifegiver 12 Endurance ≥ 5
  • +10 levels HP 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
  • +1% from aimed bonus critical chance (Need clarification as to what this means)
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 Fire weaponry
Quick Recovery 3 Luck ≥ 6
  • Recovering from knock downs/knock outs costs significantly fewer APs than it normally would
  • 8% AP Drain Res per LK
Right between the Eyes 15 Combat Skill ≥ 200%
  • -90% to your target's helmet's critical modifiers
Sharpshooter 9 Ranged Combat Skill ≥ 150%
Silent Running 6 Sneak ≥ 100%
  • Attacking a critter from behind always causes a critical hit when unarmed,
    using melee weapons or firing one-handed guns.
  • No penalty for running while in sneak mode.
Spray and Pray 6 Combat Skill ≥ 125%
Stonewall 9 Strength ≥ 6
  • 8% per ST chance of avoiding knock-downs
  • Immune to knockback
Toughness 6 Endurance ≥ 4
Weapon Handling 3 Ranged Combat Skill ≥ 100%
Cowboy 6 Agility ≥ 10
  • +50 AP Regen while using one handed weapons (all weapons)
  • Reduces Pistol attack speed time by 40%
  • +10% more range for pistols
Firefighter 3 Intelligence ≥ 6
  • 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
Surgeon 3 Doctor ≥ 75
  • +50 negative HP cap
  • Recover +2 APs after use doctor or first aids
Fast Attacks 9 Agility ≥ 6
  • -200 Attack Speed
Gunner 3 Intelligence ≥ 6