Difference between revisions of "Level perks"

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m (Cleaned up the lead section; transcluded the perk synergies article)
(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)
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All level perks available as of Patch 6.4 are listed in the table below.
 
All level perks available as of Patch 6.4 are listed in the table below.
 
+
<br>
{| class="wikitable sortable" border="1"
+
<br>
 +
{| class="wikitable sortable"
 
|-
 
|-
!  Name
+
|+Level Perk Requirements and Bonuses, and Related Perk Synergies
!  Req.<br> level
 
!  Other requirements
 
!  Bonus
 
 
|-
 
|-
| [[Action Boy]]
+
! Name
| 12
+
! Lvl
| [[Agility|AGILITY]] ≥ 6
+
! SPECIAL
 +
! Bonus
 +
! Synergy
 +
|-
 +
| [[Vital Shielding]]
 +
| 12
 +
| [[Endurance]] ≥ 6
 
|  
 
|  
* +2 to [[Action Points]]
+
*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
* +50 [[AP Regen]]
+
| [[#Adaptive Barrier|Adaptive Barrier]]
 
|-
 
|-
| [[Adrenaline Rush]]
+
| [[Energy Deflection]]
| 3
+
| 6
| [[Charisma|CHARISMA]] ≥ 6
+
| [[Strength]] ≥ 8
|
+
|  
* [[HP]] loss effects [[DT]]'s and [[DR]]'s incremental increase at certain thresholds
+
*Reflects 60% of incoming laser and electrical damage back to the attacker within a range equal to your Strength x 4
* Gives 8% Slow Resistance per CH
+
| [[#Adaptive Barrier|Adaptive Barrier]]
 
|-
 
|-
| [[Animal Friend]]
+
| [[Reinforced Endurance]]
| 3
+
| 9
| [[Charisma|CHARISMA]] ≥ 6
+
| [[Endurance]] ≥ 6
 
|  
 
|  
* All followers except humans and mutants gain 40% extra hit points
+
*Increases your damage resistance cap by 10% and reduces resistance penetration of incoming attacks by 5%
 +
| [[#Adaptive Barrier|Adaptive Barrier]]
 
|-
 
|-
| [[Atomic Savant]]
+
| [[Turret Mechanic]]
| 9
+
| 18
| [[Endurance|ENDURANCE]] ≥ 6
+
| [[Intelligence]] ≥ 8
 
|  
 
|  
* Reduces damage from temporal effects based on the percentage of Damage Resistance.
+
*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
* [[Bleed]] effects are mitigated by Normal DR, [[Poison]] by Plasma DR, and [[Burn]] by Fire DR.
+
| [[#Architect|Architect]]
* +8% Plasma Damage Resistance.
 
 
|-
 
|-
| [[Awareness]]
+
| [[Animal Friend]]
| 3
+
| 3
| [[Perception|PERCEPTION]] ≥ 6
+
| [[Charisma]] ≥ 6
|
+
|
* Provides information about targets:
+
*Grants 40% extra hit points to all of your followers except humans and mutants
**Damage type they use
+
| [[#Architect|Architect]]
**Target's DT/DR against your damage type
 
**Critical chance, including target resistances
 
* +5% maximum chance to hit
 
* +25 Sneak detection
 
* Ability to check who is in the world map zone
 
*Put auto marker on sneaker position after he shots in 50 hexes range
 
 
|-
 
|-
| [[Baiter]]
+
| [[Engineer]]
| 6
+
| 12
| [[Charisma|CHARISMA]] ≥ 6
+
| [[Intelligence]] ≥ 6
 +
|
 +
*Any objects you build deal 30% more damage; traps, sandbags, and turrets last 100% longer
 +
| [[#Architect|Architect]]
 +
|-
 +
| [[Dodger]]
 +
| 3
 +
| [[Agility]] ≥ 8
 
|
 
|
*Grants immunity to [[taunt]]s
+
*+150 AC
*Allows you to taunt all enemies within 30 hexes by using the Traps skill on yourself (Cooldown: 120 seconds)
+
*Incoming damage is reduced by 50% if the attacker is 40+ hexes away
 +
| [[#Armor King|Armor King]]
 
|-
 
|-
| [[Better Criticals]]
+
| [[Livewire]]
| 12
+
| 3
| [[Luck|LUCK]] ≥ 8
+
| [[Agility]] ≥ 6
|
+
|
* Increase [[Critical Power]] by 25%
+
*Doubles your [[AC]]
* Increase Critical Damage by 50% for aimed attacks
+
*Reduces your character size by 5%
 +
*Reduces attackers' Lethality by 5%
 +
| [[#Armor King|Armor King]]
 
|-
 
|-
| [[Better HtH Criticals]]
+
| [[Quick Recovery]]
| 15
+
| 3
| [[Strength|STRENGTH]] ≥ 8
+
| [[Luck]] ≥ 6
|
+
|
* +33% Critical Power for using melee weapons
+
*Halves APs lost via knockdowns/knockouts
* +75% Critical Damage for using melee weapons
+
*+8% AP Drain resistance for each point of [[Luck]]
* Penetrates 20% critical chance resistance
+
*Increases your attackers' attack delay by 30%
 +
| [[#Armor King|Armor King]]
 
|-
 
|-
| [[Bonus AP Regen]]
+
| [[Gain Strength]]
 
| 3
 
| 3
| [[Agility|AGILITY]] ≥ 6
+
| [[Strength]] ≤ 19
 
|
 
|
* +20% to AP regen
+
*+2 [[Strength]]
* Regain 20% of your action points on kill
+
*+5 [[Strength]] for class SPECIAL scaling calculation
 +
| [[#Bonus HtH Rapid|Bonus HtH Rapid]]
 
|-
 
|-
| [[Bonus Battle Stats]]
+
| [[Better HtH Criticals]]
| 6
+
| 15
| [[Perception|PERCEPTION]] ≥ 6
+
| [[Strength]] ≥ 8
 
|
 
|
*+12% Damage,
+
*+33% critical power when using melee weapons
*+3 Weapon range(not melee),
+
*+75% critical damage when using melee weapons
*+50 Accuracy
+
*+20% critical chance resistance penetration when using melee weapons
 +
| [[#Bonus HtH Rapid|Bonus HtH Rapid]]
 
|-
 
|-
| [[Bonus HtH Attacks]]
+
| [[In Your Face!]]
| 18
+
| 9
| [[Agility|AGILITY]] ≥ 8
+
| [[Agility]] ≥ 6
 
|
 
|
* -1 AP to [[HtH]] attack cost
+
*Lowers attackers' [[chance to hit]] you by 50% if they're standing on an adjacent hex
* +8 Turnbased Attacks
+
*Lowers opponent's [[Bounty Hunter|bounty power]] by 1
 +
| [[#Bonus HtH Rapid|Bonus HtH Rapid]]
 
|-
 
|-
| [[Bonus HtH Damage]]
+
| [[Bonus HtH Attacks]]
| 3
+
| 18
| [[Strength|STRENGTH]] ≥ 5
+
| [[Agility]] ≥ 8
|
+
|
* +10 to [[melee]] damage
+
*Reduces the cost of melee/unarmed attacks by 1 AP
* Shortens battle timer by 30%
+
*+8 [[TB]] attacks (of any type, including ranged)
 +
| [[#Bonus HtH Speed|Bonus HtH Speed]]
 
|-
 
|-
| [[Bonus Move]]
+
| [[Bonus HtH Damage]]
| 3
+
| 3
| [[Agility|AGILITY]] ≥ 6
+
| [[Strength]] ≥ 5
|
+
|
* +2 [[AP]]s that can only be expended for movement in [[TB]] combat
+
*+10 [[melee damage]]
* +10% [[Movement Speed]]
+
*Shortens battle timer by 30%
 +
| [[#Bonus HtH Speed|Bonus HtH Speed]]
 
|-
 
|-
| [[Bonus Ranged Damage]]
+
| [[Vampire]]
| 9
+
| 9
| [[Perception|PERCEPTION]] ≥ 6
+
| [[Endurance]] ≥ 8
|
+
|
* +3 to your weapon's damage per bullet when using small or big guns
+
*Adds 25% [[lifesteal]] to your melee attacks
* Lowers the targets [[DT]] by 1
+
| [[#Bonus HtH Speed|Bonus HtH Speed]]
 
|-
 
|-
| [[Bonus Rate of Fire]]
+
| [[Bonus Ranged Damage]]
| 18
+
| 9
| [[Agility|AGILITY]]  ≥ 8
+
| [[Perception]] ≥ 6
 
* -1 [[AP]] to ranged attack cost, except if throwing melee-class items
 
|-
 
|  [[Coolheaded]]
 
|  3
 
|  [[Charisma|CHARISMA]] ≥ 6
 
 
|  
 
|  
* +8% resistance to [[Shock]] critical effects for each point of [[Charisma]].
+
*+3 damage per bullet when using ranged weapons
* Shortens the duration of debuffs like [[Shock]], [[Slow]], [[Taunt]], [[Mark]], and [[Bewilderment]] by 30%.
+
| [[#Burster|Burster]]
* +4% Laser Damage Resistance.
 
 
 
 
|-
 
|-
| [[Cowboy]]
+
| [[Death Sense]]
| 3
+
| 6
| [[Agility|AGILITY]] ≥ 8
+
| [[Luck]] ≥ 6
|  
+
|
* +50 [[AP Regen]] while using one handed weapons (all weapons)
+
*Penetrates 30% of your targets' total DT if they're below 50% max HP
* Reduces Pistol attack speed time by 40%
+
*Penetrates 20% of your targets' total DR if they're below 50% max HP
* +10% more range for pistols 
+
| [[#Burster|Burster]]
 
|-
 
|-
| [[Crasher]]
+
| [[More Ranged Damage]]
 
| 15
 
| 15
| [[Luck|LUCK]] ≥ 8
+
| [[Perception]] ≥ 8
|  
+
|
* Your criticals ignore 50% of the target’s melee power defense and bypass their melee attack DR penetration protection
+
*+4 damage per bullet when using ranged weapons
 +
| [[#Burster|Burster]]
 +
|-
 +
| [[Deadeye]]
 +
| 6
 +
| [[Agility]] ≥ 6
 +
|
 +
*Reduces [[Aimed Attack|aimed attack]] penalties: accuracy and attack delay by 50%, AP cost by 1 AP
 +
| [[#Deadly Momentum|Deadly Momentum]]
 +
|-
 +
| [[Bonus Damage Multi]]
 +
| 6
 +
| [[Perception]] ≥ 6
 +
|
 +
*+17% damage multiplier
 +
*+10% to minimum damage
 +
*+10% to maximum damage
 +
| [[#Deadly Momentum|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|Deadly Momentum]]
 
|-
 
|-
| [[Cult of Personality]]
+
| [[Iron Limbs]]<br>(a.k.a. Iron Grip)
| 3
+
| 3
| [[Charisma|CHARISMA]] ≥ 8
+
| [[Agility]] ≥ 6
|
+
|
* Ignores negative effects of reputation
+
*You never [[Critical_Hit#Critical_Effect|drop your weapon]]
* Increases party points by 100
+
*Grants +8% resistance to crippled limbs for each point of [[Agility]]
* Doubles the rate of gaining or losing reputation
+
| [[#Iron Man|Iron Man]]
* Increases damage by 40% based on reputation:
 
**If your highest reputation is Raider, you deal 40% more damage against those with the highest Wastelander reputation
 
**If your highest reputation is Wastelander, you deal 40% more damage against those with the highest Raider reputation
 
**If your Wastelander and Raider reputations are equal, you deal 40% more damage to others in the same situation
 
 
|-
 
|-
| [[Death Sense]]
+
| [[Man of Steel]]
| 6
+
| 15
| [[Luck|LUCK]] ≥ 6
+
| [[Endurance]] ≥ 6
 
|
 
|
* Penetrates 20% of the targets total DR
+
*+25% critical chance resistance
* Penetrates 30% of the targets total DT
+
*+50% critical power resistance
* Affect targets with less than 50% max HP
+
*+8% resistance to armor bypass for each point of [[Endurance]]
 +
| [[#Iron Man|Iron Man]]
 
|-
 
|-
| [[Demolition Boy]]
+
| [[Unbreakable]]
| 6
+
| 12
| [[Strength|STRENGTH]] ≥ 6
+
| [[Strength]] ≥ 8
|  
+
|
* 10% more damage from area effects and 1 more radius in area effects.
+
*Increases critical damage resistance by 20%
 +
*You cannot be critically hit twice in a row
 +
| [[#Iron Man|Iron Man]]
 
|-
 
|-
| [[Dodger]]
+
| [[Living Anatomy]]
| 3
+
| 12
| [[Agility|AGILITY]] ≥ 8
+
| [[Intelligence]] ≥ 6
|
+
|
* +150 to [[AC]]
+
*Adds 20 [[lethal damage]] to attacks against living organisms
* +25 to [[AC]] Cap
+
*Adds 200 to [[First Aid]]'s critical fail roll, effectively disabling critical fails if your FA ≥ 250%
* Damage done from distance longer than 40 hexes do only 50% damage
+
| [[#Lethal Death|Lethal Death]]
 
|-
 
|-
| [[Earlier Sequence]]
+
| [[Gunner]]
| 3
+
| 3
| [[Perception|PERCEPTION]] ≥ 5
+
| [[Intelligence]] ≥ 6
|
+
|
* +30 to [[Sequence]]
+
*Converts 10% of your base damage to [[lethal damage]]; critical hits convert double the amount
* Increases your AC mod by +25.
+
*Converts all bonus damage per bullet into lethal damage
 +
| [[#Lethal Death|Lethal Death]]
 +
|-
 +
| [[Weapon Handling]]
 +
| 3
 +
| [[Charisma]] ≥ 6
 +
|
 +
*+2 [[Strength]] for [[chance to hit]] calculation
 +
*+25% [[lethal damage]]
 +
| [[#Lethal Death|Lethal Death]]
 
|-
 
|-
| [[Energy Deflection]]
+
| [[Better Criticals]]
| 6
+
| 12
| [[Strength|STRENGTH]] ≥ 8
+
| [[Luck]] ≥ 8
 
|
 
|
* Reflect 60% of incoming laser and electrical damage back to the attacker within a range equal to 4 × your Strength
+
*+25% critical power
 +
*Aimed attacks deal +50% critical damage
 +
| [[#Marksman|Marksman]]
 
|-
 
|-
| [[Engineer]]
+
| [[Hit the Gaps]]
| 12
+
| 12
| [[Intelligence|INTELLIGENCE]] ≥ 6
+
| [[Charisma]] ≥ 8
|
+
|
*Any objects you build deal 30% more damage. Traps, sandbags, and turrets last 100% longer.
+
*Reduces your target's body armor's critical modifiers by 80%
 +
| [[#Marksman|Marksman]]
 
|-
 
|-
| [[Even More Criticals]]
+
| [[Spray and Pray]]
| 6
+
| 6
| [[Luck|LUCK]] ≥ 8
+
| [[Luck]] ≥ 6
|
+
|
* +10% to [[critical hit chance]]
+
*Removes critical chance cap
* +1 critical chance from every source
+
| [[#Marksman|Marksman]]
 
|-
 
|-
| [[Fast Attacks]]
+
| [[Healer]]
| 9
+
| 3
| [[Agility|AGILITY]] ≥ 6
+
| [[Endurance]] ≥ 6
 
|  
 
|  
* -200 Attack Speed
+
*+50-100 hit points restored when using [[First Aid]]
 +
*+10% [[Movement Speed]] when your health drops below 50%
 +
| [[#Medicine Doctor|Medicine Doctor]]
 
|-
 
|-
| [[Faster Healing]]
+
| [[Medic]]
| 3
+
| 15
| [[Endurance|ENDURANCE]] ≥ 6
+
| [[Intelligence]] ≥ 8
|
+
|
* +15 to [[healing rate]]
+
*-75% to [[First Aid]] and [[Doctor]] cooldowns
* -5 Healing Time
+
*+15-30 hit points restored when using [[First Aid]]
* +25% heal from meds
+
*Being hit reduces Shield ([[SPECIAL|Intelligence Mastery]] effect) cooldown to 30 seconds
 +
| [[#Medicine Doctor|Medicine Doctor]]
 
|-
 
|-
| [[Firefighter]]
+
| [[Surgeon]]
| 3
+
| 3
| [[Intelligence|INTELLIGENCE]] ≥ 6
+
| [[Intelligence]] ≥ 6
|
+
|
* Extra 15 Fire and Explode [[DT]] with a cap
+
*+50 negative HP capacity
* -35% melee damage for opponent
+
*Using [[First Aid]] or [[Doctor]] refunds 2 [[AP]]s
* Immune for [[Pyromaniac]] Bonuses
+
*Your armor's condition loss is unaffected by attackers' [[Luck]]
* 8% confusion res per INT
+
*Teammates below 1 HP are automatically marked
 +
*[[Doctor]] increases your accuracy
 +
| [[#Medicine Doctor|Medicine Doctor]]
 
|-
 
|-
| [[Gain Agility]]
+
| [[Gain Charisma]]
| 3
+
| 3
| [[Agility|AGILITY]] ≤ 19
+
| [[Charisma]] ≤ 19
 
|
 
|
* +2 to [[Agility]]
+
*+2 [[Charisma]]
* +5 to special class calculation ([[Killer]], [[Raider]])
+
*+5 [[Charisma]] for class SPECIAL scaling calculation
 +
| [[#Mysterious Stranger|Mysterious Stranger]]
 
|-
 
|-
| [[Gain Charisma]]
+
| [[Cult of Personality]]
| 3
+
| 3
| [[Charisma|CHARISMA]] ≤ 19
+
| [[Charisma]] ≥ 8
 
|
 
|
* +2 to [[Charisma]]
+
*+100 [[party points]]
* +5 to special class calculation ([[Clone]], [[Chosen One]], [[Leader]], [[Cyborg]], [[Regulator]])
+
*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]]
 
|-
 
|-
| [[Gain Endurance]]
+
| [[Party Member]]
| 3
+
| 3
| [[Endurance|ENDURANCE]] ≤ 19
+
| [[Charisma]] ≥ 6
 
|
 
|
* +2 to [[Endurance]]
+
*Increases healing received by allies by 33%
* +5 to special class calculation ([[Super Mutant]], [[Priest]], [[Infantry]], [[Soldier]])
+
*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]]
 
|-
 
|-
| [[Gain Intelligence]]
+
| [[Demolition Boy]]
| 3
+
| 6
| [[Intelligence|INTELLIGENCE]] ≤ 19
+
| [[Strength]] ≥ 6
 
|
 
|
* +2 to [[Intelligence]]
+
*Grants your AoE effects 10% more damage and expands their radius by 1 hex
* +5 to special class calculation ([[Alien]], [[Paramedic]])
+
| [[#Nader|Nader]]
 
|-
 
|-
| [[Gain Luck]]
+
| [[Heave Ho!]]
| 3
+
| 6
| [[Luck|LUCK]] ≤ 19
+
| [[Strength]] ≥ 6
 
|
 
|
* +2 to [[Luck]]
+
*Increases [[Throwing]] weapons' range by 6
* +5 to special class calculation ([[Random Boy]], [[Scout]] )
+
*Grants [[Throwing]] weapons +30% [[DR]] penetration
 +
| [[#Nader|Nader]]
 
|-
 
|-
| [[Gain Perception]]
+
| [[Hit and Run]]
| 3
+
| 9
| [[Perception|PERCEPTION]] ≤ 19
+
| [[Agility]] ≥ 6
 
|
 
|
* +2 to [[Perception]]
+
*Doubles [[Movement Speed]] for 3 seconds after a melee/throwing attack or using First Aid/Doctor on another character
* +5 to special class calculation ([[Sniper]], [[Assassin]])
+
*Reduces the duration of [[Slow]]s applied to you by 50%
 +
| [[#Nader|Nader]]
 
|-
 
|-
| [[Gain Strength]]
+
| [[Gain Perception]]
| 3
+
| 3
| [[Strength|STRENGTH]] ≤ 19
+
| [[Perception]] ≤ 19
 
|
 
|
* +2 to [[Strength]]
+
*+2 [[Perception]]
* +5 to special class calculation ([[Combat Master]], [[Deathclaw]], [[Wrecker]])
+
*+5 [[Perception]] for class SPECIAL scaling calculation
 +
| [[#Ninja|Ninja]]
 
|-
 
|-
| [[Ghost]]
+
| [[Ghost]]
| 6
+
| 6
| [[Perception|PERCEPTION]] ≥ 6
+
| [[Perception]] ≥ 6
|  
+
|
* +100 bonus to [[Sneak]] when within 5 hexes from a wall
+
*+100 [[Sneak]] if there's a wall within 5 hexes
 +
| [[#Ninja|Ninja]]
 
|-
 
|-
| [[Gunner]]
+
| [[Silent Running]]
| 3
+
| 6
| [[Intelligence|INTELLIGENCE]] ≥ 6
+
| [[Agility]] ≥ 6
|  
+
|
* Convert 10% of damage to [[Lethal Damage]], doubled on critical hit
+
*Back attacks [[Critical Hit|autocrit]] when you're unarmed, using melee weapons or firing one-handed guns
* Convert all bonus damage per bullet into Lethal Damage
+
*Enables sneaking and running at the same time
 +
| [[#Ninja|Ninja]]
 
|-
 
|-
| [[Healer]]
+
| [[Bonus Battle Stats]]
| 3
+
| 6
| [[Endurance|ENDURANCE]] ≥ 6
+
| [[Perception]] ≥ 6
|  
+
|
* +50-100 to hit points healed using [[First Aid]]
+
*+50 accuracy
 +
*+12% damage multiplier
 +
*+3 weapon range (ranged weapons only)
 +
| [[#Pyro!|Pyro!]]
 
|-
 
|-
| [[Heave Ho!]]
+
| [[Firefighter]]
| 6
+
| 3
| [[Strength|STRENGTH]] ≥ 6
+
| [[Intelligence]] ≥ 6
|
+
|
* +6 to Throwing Range
+
*+15 [[DT]] against fire and explosive damage
* +30% DR penetration for throwing
+
*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]] resistance per point of [[Intelligence]]
 +
| [[#Pyro!|Pyro!]]
 
|-
 
|-
| [[Hit and Run]]
+
| [[Pyromaniac]]
| 9
+
| 9
| [[Agility|AGILITY]] ≥ 6
+
| [[Endurance]] ≥ 6
|  
+
|
* Doubles MS when attack or use first aid/doctor on target for 3 sec when use Melee or throwing.
+
*+2% fire damage for every percentage point of character size difference when attacking targets smaller than you
* Halves the duration of [[Slow]] on you.
+
| [[#Pyro!|Pyro!]]
 
|-
 
|-
| [[Hit the Gaps]]
+
| [[Bonus AP Regen]]
| 12
+
| 3
| [[Charisma|CHARISMA]] ≥ 8
+
| [[Agility]] ≥ 6
|
+
|
* -80% to your target's armor's critical modifiers
+
*+20% [[AP Regen]]
 +
*Restores 20% of your action points on kill
 +
| [[#Quartermaster|Quartermaster]]
 
|-
 
|-
| [[In Your Face!]]
+
| [[Earlier Sequence]]
| 9
+
| 3
| [[Agility|AGILITY]] ≥ 6
+
| [[Perception]] ≥ 5
|  
+
|
* Attackers' [[chance to hit]] you drops by 50% if s/he is standing on a hex next to yours
+
*+30 [[Sequence]]
* Lowers opponent's bounty power by 1
+
*+25 to the AC Mod of your [[ammo]]
 +
| [[#Quartermaster|Quartermaster]]
 
|-
 
|-
| [[Iron Limbs]]
+
| [[Quick Pockets]]
| 3
+
| 3
| [[Agility|AGILITY]] ≥ 6
+
| [[Agility]] ≥ 5
|
+
|
* Immune for Criple limb
+
*Halves your reload cost
* immune for weapon drop
+
*-1 [[AP]] cost of using super stimpaks/bloodpacks
* 8% criple res per AG
+
*Allows you to load your [[shotguns]] twice as fast (inserting two shells at a time)
* Also known as Iron Grip
+
*Your healing [[drugs]] restore 15% more hit points
 +
| [[#Quartermaster|Quartermaster]]
 
|-
 
|-
| [[Lethal Protection]]
+
| [[Cowboy]]
| 12
+
| 3
| [[Perception|PERCEPTION]] ≥ 6
+
| [[Agility]] ≥ 8
 
|
 
|
* Reduce % [[Lethal Damage]] as damage resistance
+
*Grants +50 [[AP Regen]] if you have a one-handed weapon equipped
* 8% death effect res per PE
+
*Grants pistols 40% reduced attack delay and 10% higher range
 +
| [[#Quick Fingers|Quick Fingers]]
 
|-
 
|-
| [[Lifegiver]]
+
| [[Fast Attacks]]
| 12
+
| 9
| [[Endurance|ENDURANCE]] ≥ 5
+
| [[Agility]] ≥ 6
|  
+
|
* +6 Endurance for HP calculation
+
*Reduces attack delay by 200
 +
| [[#Quick Fingers|Quick Fingers]]
 
|-
 
|-
| [[Livewire]]
+
| [[Bonus Rate of Fire]]
| 3
+
| 18
| [[Agility|AGILITY]] ≥ 6
+
| [[Agility]] ≥ 8
|
+
|
* Doubled [[AC]]
+
*-1 [[AP]] to ranged attack cost, except if throwing melee-class items
* Lower attacker lethality by 5%
+
| [[#Quick Fingers|Quick Fingers]]
|-
 
| [[Living Anatomy]]
 
|  12
 
[[Intelligence|INTELLIGENCE]] ≥ 6
 
|
 
* +20 to [[Lethal Damage]] when attacking living organisms
 
* +200 to Critical fail roll while using [[First Aid]] Skill
 
 
|-
 
|-
| [[Lone Wanderer]]
+
| [[Awareness]]
 
| 3
 
| 3
| [[Charisma|CHARISMA]] ≥ 6
+
| [[Perception]] ≥ 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
+
*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]]
 
|-
 
|-
| [[Long Arms]]
+
| [[Right between the Eyes]]
 
| 15
 
| 15
| [[Strength|STRENGTH]] ≥ 8
+
| [[Perception]] ≥ 8
 +
|
 +
*-90% to your target's helmet's critical modifiers
 +
| [[#Ranger|Ranger]]
 +
|-
 +
| [[Sharpshooter]]
 +
| 6
 +
| [[Perception]] ≥ 8
 +
|
 +
*+2 [[Perception]] for sight range calculation
 +
*+1-10% DR penetration (randomized per attack)
 +
*Doubles your accuracy
 +
| [[#Ranger|Ranger]]
 +
|-
 +
| [[Gain Luck]]
 +
| 3
 +
| [[Luck]] ≤ 19
 +
|
 +
*+2 [[Luck]]
 +
*+5 [[Luck]] for class SPECIAL scaling calculation
 +
| [[#Slayer|Slayer]]
 +
|-
 +
| [[Even More Criticals]]
 +
| 6
 +
| [[Luck]] ≥ 8
 
|
 
|
* Extends your weapon range by 1 (also works on melee)  
+
*+10% to [[critical hit chance]]
* Your 1-hex bonuses now also apply at a 2-hex distance
+
*+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]]
 
|-
 
|-
| [[Man of Steel]]
+
| [[More Critical]]
| 15
+
| 3
| [[Endurance|ENDURANCE]] ≥ 6
+
| [[Luck]] ≥ 6
|
+
|
* +25% [[Critical Chance Resistance]]
+
*+6% [[critical hit chance]]
* +50% [[Critical Power Resistance]]
+
*+1% additional critical hit chance for aimed attacks per point of Luck
* 8% bypass effect res per EN
+
| [[#Slayer|Slayer]]
 
|-
 
|-
| [[Medic]]
+
| [[Action Boy]]
| 15
+
| 12
| [[Intelligence|INTELLIGENCE]] ≥ 8
+
| [[Agility]] ≥ 6
|
+
|
* Healing [[cooldowns]] reduced by 75%
+
*+2 [[AP]]s
* +15-30 [[Hit Points]] in First Aid Heal
+
*+50 [[AP Regen]]
 +
| [[#Speedboy|Speedboy]]
 
|-
 
|-
| [[More Critical]]
+
| [[Bonus Move]]
| 3
+
| 3
| [[Luck|LUCK]] ≥ 6
+
| [[Agility]] ≥ 6
|
+
|
* +6% to [[critical hit chance]]
+
*+2 [[TB]] movement-only [[AP]]s
* +1% from aimed bonus critical chance (Need clarification as to what this means)
+
*+10% [[Movement Speed]]
 +
| [[#Speedboy|Speedboy]]
 
|-
 
|-
| [[More Ranged Damage]]
+
| [[Gain Agility]]
| 15
+
| 3
| [[Perception|PERCEPTION ]] ≥ 8
+
| [[Agility]] ≤ 19
 
|  
 
|  
* +5 to a weapon's damage per bullet when using small or big guns
+
*+2 [[Agility]]
 +
*+5 [[Agility]] for class SPECIAL scaling calculation
 +
| [[#Speedboy|Speedboy]]
 
|-
 
|-
| [[Muscular Physique]]
+
| [[Gain Intelligence]]
| 18
+
| 3
| [[Endurance|ENDURANCE]] ≥ 8
+
| [[Intelligence]] ≤ 19
 
|  
 
|  
* Reduces enemy Damage Multiplier by 14%.
+
*+2 [[Intelligence]]
* +5% [[Damage Protection]] during battle.
+
*+5 [[Intelligence]] for class SPECIAL scaling calculation
* +6% Electro Damage Resistance.
+
| [[#Stealth Master|Stealth Master]]
 
|-
 
|-
| [[Party Member]]
+
| [[Phantom Presence]]
| 3
+
| 18
| [[Charisma|CHARISMA]] ≥ 6
+
| [[Luck]] ≥ 8
|
+
|
* Increases healing for allies by 33%
+
*+10% Lethality while sneaking
* Reduces friendly-fire damage by 80%
+
*Your unaimed attacks gain +30% critical power and +60% critical damage while you're sneaking
* Increases damage by 5% for faction members/NPC companions on the map
+
| [[#Stealth Master|Stealth Master]]
* Increases damage protection by 1% for faction members/NPC companions on the map
 
 
|-
 
|-
| [[Phantom Presence]]
+
| [[Undetected]]
| 18
+
| 3
| [[Luck|LUCK]] ≥ 8
+
| [[Charisma]] ≥ 6
 
* Gain 10% [[Lethality]] while sneaking
 
* Gain 30% [[Critical Power]] for unaimed attacks while sneaking
 
* Gain 60% [[Critical Damage]] for unaimed attacks while sneaking
 
|-
 
| [[Providence]]
 
| 9
 
| [[Luck|LUCK]] ≥ 8
 
 
|
 
|
*You have a chance to block 75% of incoming damage equal to your critical chance
+
*+15 [[Stealth]]
 +
*Reduces opponents' sneak detection by 33%
 +
| [[#Stealth Master|Stealth Master]]
 
|-
 
|-
| [[Pyromaniac]]
+
| [[Adrenaline Rush]]
| 9
+
| 3
|  [[Endurance|ENDURANCE]] ≥ 6
+
| [[Charisma]] ≥ 6
 
* +2% fire damage for every percentage point of character size difference when attacking targets smaller than you
 
|-
 
|  [[Quick Pockets]]
 
3
 
| [[Agility|AGILITY]] ≥ 5
 
 
*Half Reload cost
 
*-1 AP Cost for using super stimpak or bloodpack
 
*Reloads 2 Shells on Shotgun
 
*15% more healing from Meds
 
|-
 
|  [[Quick Recovery]]
 
|  3
 
|  [[Luck|LUCK]] ≥ 6
 
 
|
 
|
* Recovering from knock downs/knock outs costs significantly fewer [[APs]] than it normally would
+
*Grants a DT/DR bonus based on the missing percentage of your maximum HP:
* 8% AP Drain Res per LK
+
{| class="wikitable"
 
|-
 
|-
| [[Reinforced Endurance]]
+
! Total [[HP]] loss!! Total [[DT]] bonus !! Total [[DR]] bonus
|  9
 
[[Endurance|ENDURANCE]] ≥ 6
 
|
 
* Increases your damage resistance cap by 10% and reduces the resistance penetration of incoming attacks by 5%
 
 
|-
 
|-
| [[Right between the Eyes]]
+
| ≥ 25% || 1 || 5
| 15
 
| [[Perception|PERCEPTION]] ≥ 8
 
|
 
* -90% to your target's helmet's critical modifiers
 
 
|-
 
|-
| [[Sharpshooter]]
+
| ≥ 50% || 2 || 10
| 6
 
| [[Perception|PERCEPTION]] ≥ 8
 
|
 
* +2 to [[Perception]] when determining your sight range
 
* Doubled accuracy
 
* +1-10% DR Penetration
 
 
|-
 
|-
| [[Silent Running]]
+
| ≥ 75% || 3 || 15
|  6
+
|}
[[Agility|AGILITY]] ≥ 6
+
*Grants +8% [[Slow]] resistance for each point of [[Charisma]]
|  
+
*Increases character size by 0.2% for every 1% of missing HP
* Attacking a critter from behind always causes a [[critical hit]] when unarmed,<br> using melee weapons or firing one-handed guns <br>
+
| [[#Tank (perk synergy)|Tank]]
* No penalty for running while in sneak mode
 
 
|-
 
|-
| [[Spray and Pray]]
+
| [[Lethal Protection]]
| 6
+
| 12
| [[Luck|LUCK]] ≥ 6
+
| [[Perception]] ≥ 6
|  
+
|
* Remove [[Critical Chance]] aimed cap
+
*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]]
 
|-
 
|-
| [[Stonewall]]
+
| [[Toughness]]
| 9
+
| 6
| [[Strength|STRENGTH]] ≥ 6
+
| [[Endurance]] ≥ 4
|
+
|
* 8% per ST chance of avoiding knock-downs
+
*+4 normal [[DT]]
*Immune to knockback
+
*+12 normal [[DR]]
 +
*Lowers 1-hex burst damage by 25%
 +
| [[#Tank (perk synergy)|Tank]]
 
|-
 
|-
| [[Surgeon]]
+
| [[Cybernetic Eye]]
| 3
+
| 6
| [[Intelligence|INTELLIGENCE]] ≥ 6
+
| [[Perception]] ≥ 6
|  
+
|
* +50 negative HP cap
+
*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)
* Recover +2 [[AP]]s after use doctor or first aids
+
*Your aimed attacks deal 1% extra damage per percentage point of character size difference against targets bigger than you
* Attacker luck doesnt increase tempo of destroying your armor
+
| [[#Technician|Technician]]
* Put auto marker on team-mate on negative hp
 
 
|-
 
|-
| [[Toughness]]
+
| [[Gain Implants]]
| 6
+
| 3
| [[Endurance|ENDURANCE]] ≥ 4
+
| [[Charisma]] ≥ 6
|
+
|
* +4 to [[DT]], +12 to [[DR]]
+
*Increases [[Implants#SPECIAL_implants|SPECIAL implant]] limit by 3 and grants +5 [[Charisma]] for the combat implant limit calculation
* Lower one-hex damage from bursts by 25%
+
| [[#Technician|Technician]]
 
|-
 
|-
| [[Turret Mechanic]]
+
| [[Synthetic]]
| 18
+
| 18
| [[Intelligence|INTELLIGENCE]] ≥ 8
+
| [[Charisma]] ≥ 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.
+
*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]]
 
|-
 
|-
| [[Undetected]]
+
| [[Lone Wanderer]]
| 3
+
| 3
| [[Charisma|CHARISMA]] ≥ 6
+
| [[Charisma]] ≥ 6
|
+
|
* Gain 15 [[Stealth]]
+
*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
* Reduce opponent sneak detection by 33%
+
| [[#Undying|Undying]]
 
|-
 
|-
| [[Unbreakable]]
+
| [[Providence]]
| 12
+
| 9
| [[Strength|STRENGTH]] ≥ 8
+
| [[Luck]] ≥ 8
 
|
 
|
*Increases critical damage resistance by 20%
+
*You have a chance equal to your critical chance to block 75% of incoming damage  
*You cannot be critically hit twice in a row
+
| [[#Undying|Undying]]
 
|-
 
|-
| [[Vampire]]
+
| [[Stonewall]]
 
| 9
 
| 9
| [[Endurance|ENDURANCE]] ≥ 8
+
| [[Strength]] ≥ 6
|  
+
|
* +25% [[lifesteal]] for melee attacks
+
*+8% chance to avoid being knocked down/out per point of [[Strength]]
*If the target is poisoned, [[lifesteal]] doesn't work, so keep in mind that any weapon with Poisoned [[Weapon perks| perk]] (like [[Brass Knuckles]] will not work either!
+
*Grants knockback immunity
 +
| [[#Undying|Undying]]
 
|-
 
|-
| [[Vital Shielding]]
+
| [[Baiter]]
| 12
+
| 6
| [[Endurance|ENDURANCE]] ≥ 6
+
| [[Charisma]] ≥ 6
|  
+
|
* Gain +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.
+
*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]]
 
|-
 
|-
| [[Weapon Handling]]
+
| [[Crasher]]
| 3
+
| 15
| [[Charisma|CHARISMA]] ≥ 6
+
| [[Luck]] ≥ 8
|
+
|
* +2 to [[Strength]] when calculating [[chance to hit]]
+
*Your criticals ignore 50% of the target’s melee power defense and bypass their melee DR penetration protection
* +25% more [[Lethal Damage]]
+
| [[#Vanishing Act|Vanishing Act]]
 
|-
 
|-
| [[Focused Striker]]
+
| [[Long Arms]]
| 9
+
| 15
| [[Perception|PERCEPTION]] ≥ 8
+
| [[Strength]] ≥ 8
|
+
|
*You gain +2% Damage Multiplier and +2% Critical Damage every second you don't attack (maximum stacks: 50).
+
*Extends your weapon's range by 1 (regardless of type)  
*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.
+
*Your 1-hex bonuses now also apply at the range of 2 hexes
 +
| [[#Vanishing Act|Vanishing Act]]
 
|-
 
|-
| [[Deadeye]]
+
| [[Atomic Savant]]
| 6
+
| 9
| [[Agility|AGILITY]] ≥ 6
+
| [[Endurance]] ≥ 6
|
+
|
*Cut Aim Penalty, Attack Delay, and AP Cost by 50%!
+
*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]]
 
|-
 
|-
| [[Bonus Damage Multi]]
+
| [[Coolheaded]]
| 6
+
| 3
| [[Perception|PERCEPTION]] ≥ 6
+
| [[Charisma]] ≥ 6
|
+
|
*+17% Damage Multiplier and +10% to min/max damage!
+
*+8% [[Shock]] 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]]
 
|-
 
|-
| [[Gain Implants]]
+
| [[Muscular Physique]]
| 3
+
| 18
| [[Charisma|CHARISMA]] ≥ 6
+
| [[Endurance]] ≥ 8
|
+
|
*Increases special implant limit by 3 and grants +5 Charisma for combat implant limit calculations.
+
*Reduces enemy damage multiplier by 14%
 +
*+5% [[Damage Protection]] when your battle timer is active
 +
*+6% electrical damage resistance
 +
| [[#Vigor Boost|Vigor Boost]]
 
|-
 
|-
| [[Synthetic]]
+
| [[Faster Healing]]
| 18
+
| 3
| [[Charisma|CHARISMA]] ≥ 8
+
| [[Endurance]] ≥ 6
|
+
|
*Transforms you into a robotic entity, reducing your EMP DR to 0.
+
*+15 [[Healing Rate]]
*Allows installation of an EMP Shield
+
*-5 [[Healing Rate]] cooldown
*Grants 10% energy DR penetration (Laser, Plasma, Electro), along with 10% energy DR penetration resistance.
+
*Healing drugs restore 25% more hit points to you
 +
| [[#Vitality|Vitality]]
 
|-
 
|-
| [[Cybernetic Eye]]
+
| [[Gain Endurance]]
| 6
+
| 3
| [[Perception|PERCEPTION]] ≥ 6
+
| [[Endurance]] ≤ 19
|
+
|
*Grants conventional DR penetration (Fire, Normal, Explosion).
+
*+2 [[Endurance]]
*Effect increases by 1% for every 2% of the opponent's armor condition missing [Aimed Attacks].
+
*+5 [[Endurance]] for class SPECIAL scaling calculation
*Your aimed attacks deal 1% extra damage per percentage point of size difference against targets bigger than you
+
| [[#Vitality|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|Vitality]]
 
|}
 
|}
  

Revision as of 21:20, 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
(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 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
(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 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