Difference between revisions of "Level perks"

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(Created page with "'''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...")
 
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'''Level perks''' are [[perks]] which work in the same way as their counterparts from the original Fallout games.
 
'''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 or 4 [[levels]], depending on whether his/her character has the [[Skilled]] trait or not.
+
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
  
More detailed information on individual level [[perks]] can be found in their respective articles.
+
A full list of level perks:
  
A full list of level perks is available at [[:Category:Level Perks]].
+
{| class="wikitable sortable" border="1"
 
+
|-
 
+
!  Name
'''Note:''' When determining what [[level]] [[perks]] can be gained by a player, the game checks his/her nominal [[statistics]]. It is therefore impossible for a character whose base [[Strength]] is 5 to take a level [[perk]] requiring at least 6 points of [[Strength]], for example, even if s/he temporarily gains a point of [[Strength]] by using a strength-enhancing drug prior to opening the [[perk]] selection window.
+
!  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]]
 +
|  3
 +
|  [[Close Combat]] ≥ 75%
 +
|  +9 to [[melee]] damage
 +
|-
 +
|  [[Bonus Move]]
 +
|  3
 +
[[Agility]] ≥ 6
 +
 +
* +2 [[AP]]s that can only be expended for movement in [[TB]] combat
 +
* +10% [[Movement Speed]]
 +
|-
 +
|  [[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
 +
 +
* +25% [[Critical Chance Resistance]]
 +
* +50% [[Critical Power Resistance]]
 +
|-
 +
|  [[Medic]]
 +
|  15
 +
|  [[First Aid]] ≥ 150%
 +
 +
* Healing [[cooldowns]] reduced by 50%
 +
* +15-30 [[Hit Points]] in First Aid Heal
 +
|-
 +
|  [[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%
 +
 +
* +2 to [[Perception]] when determining how far you can see,
 +
* +8% to your [[chance to hit]]
 +
* 1-10% DR Penetration
 +
|-
 +
|  [[Silent Death]]
 +
|  15
 +
|  [[Sneak]] ≥ 175%
 +
|  Attacking a critter from behind always causes a [[critical hit]] when unarmed,<br> 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%
 +
 +
* +2 to [[Strength]] when calculating [[chance to hit]]
 +
* +25% more [[Flat Damage]]
 +
|-
 +
|  [[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
 +
|-
 +
|}
  
 
[[Category:Level Perks| ]]
 
[[Category:Level Perks| ]]

Revision as of 23:31, 22 January 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%
  • 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