Difference between revisions of "Class perks"
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| Line 76: | Line 76: | ||
* + 2 [[Hit Point]] per [[Charisma]] | * + 2 [[Hit Point]] per [[Charisma]] | ||
* + 3 [[Charisma]] | * + 3 [[Charisma]] | ||
| + | * 1 Fury, -1 [[Charisma]] | ||
| + | * Rage: Set 2 random special to 1 for 10 sec. | ||
*<span style="color:#800080">Healing Rate set to 0</span> | *<span style="color:#800080">Healing Rate set to 0</span> | ||
*'''PvE Ability:''' gain 10% more exp | *'''PvE Ability:''' gain 10% more exp | ||
| Line 477: | Line 479: | ||
* Double [[Lethal Damage]] | * Double [[Lethal Damage]] | ||
* For each Strength, 3 [[Lethal Damage]](that doesn't double) | * For each Strength, 3 [[Lethal Damage]](that doesn't double) | ||
| + | * Attack delay is set 100 x distance | ||
* '''Can use only 6 weapons:''' FN 69A1, M79 Grenade Launcher, Rocket Launcher, ELECTRO Rocket Launcher, ELECTRO Cannon and M202A1 FLASH | * '''Can use only 6 weapons:''' FN 69A1, M79 Grenade Launcher, Rocket Launcher, ELECTRO Rocket Launcher, ELECTRO Cannon and M202A1 FLASH | ||
* 1 Fury, lose 5 hp per shot | * 1 Fury, lose 5 hp per shot | ||
Revision as of 18:04, 5 July 2023
| Name | Req. level |
Effect | Notes | Fav. Weapon | Base Critical Power |
|---|---|---|---|---|---|
| Alien | 45 |
|
|
ETG Ignores Electric Damage immunity. |
0-10 |
| Assassin | 90 |
|
|
Range Pistols +2 range when using Range Pistols | 0-90 |
| Bounty Hunter | 80 |
|
|
+10% Critical chance when using Plasma Weapons | 0-75 |
| Chosen One | 30 |
|
+2 Damage per Bullet when using SMGs | 0-45 | |
| Clone |
150 |
|
|
Laser Weapons 5% chance to bounce attack to another target (like ETG). | 0-50 |
| Combat Master | 35 |
|
|
Hammers +5 Melee damage | 0-80 |
| Cyborg | 120 |
|
(Please note that if you install implants via the normal method and not with the Cyborg cmd menu, you will lose any implant tokens you would normally receive when you next reroll)
|
+25% EMP Resistance when using clubs | 0-65 |
| Deathclaw | 40 |
Scaling:
|
You can get this perk in Modoc in north
|
+5 Heavy handed malus wtih Punch Weapons | 0-55 |
| Hubologist | 105 |
|
|
Electro Weapons double weakness effect | 10-20 |
| Infantry | 130 |
|
|
Assault Rifles +2 to all DR | 0-60 |
| Killer | 60 |
|
|
Miniguns +25% accuracy | 0-95 |
| Leader | 65 |
|
Bonuses:
|
Flamers +30 HP | 0-35 |
| Paramedic | 65 |
|
|
Fast Pistols +25% more healing to target | 0-30 |
| Priest | 70 |
|
|
Machine Gun +10% Carry Weight | 0-20 |
| Random Boy | 100 |
Roll 1 extra stat which effect is scaling with Luck:
|
Stats what Randomboy can roll:
|
Shotguns +10% Damage | 0-100 |
| Raider | 95 |
|
|
Fire Weapons +2 Damage on Burning | 5-25 |
| Regulator | 25 |
|
|
Damage Pistols -1 AP Cost | 10-40 |
| Scout | 85 |
|
|
Sniper Rifles +20% DR penetration. | 0-105 |
| Sniper | 140 |
|
|
Heavy Sniper Rifles +10 Critical Power | 0-85 |
| Soldier | 110 |
|
Damage caps:
|
Support Rifles -10% Attack Speed | 0-70 |
| Super Mutant | 50 |
|
|
Rocket Launchers +1 Radius, ignore Damage Threshold. | 0-25 |
| Wrecker | 75 |
|
|
Grenade Launchers +15 Flat Damage | 0-40 |