Difference between revisions of "Level perks"

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(Patch 5.4.5 - Level Perks that required 10 of SPECIAL now require 8 of SPECIAL.)
m (Fixed internal page links for SPECIALs)
Line 18: Line 18:
 
|  [[Action Boy]]
 
|  [[Action Boy]]
 
|  12
 
|  12
|  [[AGILITY]] ≥ 6
+
|  [[Agility|AGILITY]] ≥ 6
 
|  
 
|  
 
* +2 to [[Action Points]]
 
* +2 to [[Action Points]]
Line 25: Line 25:
 
|  [[Adrenaline Rush]]
 
|  [[Adrenaline Rush]]
 
|  3
 
|  3
|  [[CHARISMA]] ≥ 6  
+
|  [[Charisma|CHARISMA]] ≥ 6  
 
|
 
|
 
* [[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
Line 32: Line 32:
 
|  [[Better Criticals]]
 
|  [[Better Criticals]]
 
|  12
 
|  12
|  [[LUCK]] ≥ 8
+
|  [[Luck|LUCK]] ≥ 8
 
|   
 
|   
 
* Increase [[Critical Power]] by 25%
 
* Increase [[Critical Power]] by 25%
Line 39: Line 39:
 
|  [[Bonus Battle Stats]]
 
|  [[Bonus Battle Stats]]
 
|  6
 
|  6
|  [[PERCEPTION]] ≥ 6
+
|  [[Perception|PERCEPTION]] ≥ 6
 
|
 
|
 
*+15% Damage,
 
*+15% Damage,
Line 47: Line 47:
 
|  [[Bonus HtH Attacks]]
 
|  [[Bonus HtH Attacks]]
 
|  18
 
|  18
|  [[AGILITY]] ≥ 8
+
|  [[Agility|AGILITY]] ≥ 8
 
|
 
|
 
*  -1 AP to [[HtH]] attack cost
 
*  -1 AP to [[HtH]] attack cost
Line 54: Line 54:
 
|  [[Bonus HtH Damage]]
 
|  [[Bonus HtH Damage]]
 
|  3
 
|  3
|  [[STRENGTH]] ≥ 5
+
|  [[Strength|STRENGTH]] ≥ 5
 
|   
 
|   
 
* +10 to [[melee]] damage
 
* +10 to [[melee]] damage
Line 61: Line 61:
 
|  [[Bonus Move]]
 
|  [[Bonus Move]]
 
|  3
 
|  3
|  [[AGILITY]] ≥ 6
+
|  [[Agility|AGILITY]] ≥ 6
 
|   
 
|   
 
* +2 [[AP]]s that can only be expended for movement in [[TB]] combat
 
* +2 [[AP]]s that can only be expended for movement in [[TB]] combat
Line 68: Line 68:
 
|  [[Bonus Ranged Damage]]
 
|  [[Bonus Ranged Damage]]
 
|  9
 
|  9
|  [[PERCEPTION]] ≥ 6
+
|  [[Perception|PERCEPTION]] ≥ 6
 
|   
 
|   
 
* +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
Line 75: Line 75:
 
|  [[Bonus Rate of Fire]]
 
|  [[Bonus Rate of Fire]]
 
| 18
 
| 18
|  [[AGILITY]]  ≥ 8
+
|  [[Agility|AGILITY]]  ≥ 8
 
|   
 
|   
 
* -1 [[AP]] to ranged attack cost, except if throwing melee-class items
 
* -1 [[AP]] to ranged attack cost, except if throwing melee-class items
Line 81: Line 81:
 
|  [[Death Sense]]
 
|  [[Death Sense]]
 
|  6
 
|  6
|  [[LUCK]] ≥ 6
+
|  [[Luck|LUCK]] ≥ 6
 
|
 
|
 
* Penetrates 20% of the targets total DR
 
* Penetrates 20% of the targets total DR
Line 89: Line 89:
 
|  [[Demolition Boy]]
 
|  [[Demolition Boy]]
 
|  9
 
|  9
|  [[STRENGTH]] ≥ 6
+
|  [[Strength|STRENGTH]] ≥ 6
 
|  
 
|  
 
* 10% more damage from area effects and 1 more radius in area effects.
 
* 10% more damage from area effects and 1 more radius in area effects.
Line 95: Line 95:
 
|  [[Dodger]]
 
|  [[Dodger]]
 
|  3
 
|  3
|  [[AGILITY]] ≥ 8
+
|  [[Agility|AGILITY]] ≥ 8
 
|   
 
|   
 
* +150 to [[AC]]
 
* +150 to [[AC]]
Line 103: Line 103:
 
|  [[Earlier Sequence]]
 
|  [[Earlier Sequence]]
 
|  3
 
|  3
|  [[PERCEPTION]] ≥ 5
+
|  [[Perception|PERCEPTION]] ≥ 5
 
|   
 
|   
 
*+30 to [[Sequence]]
 
*+30 to [[Sequence]]
Line 109: Line 109:
 
|  [[Even More Criticals]]
 
|  [[Even More Criticals]]
 
|  6
 
|  6
|  [[LUCK]] ≥ 8
+
|  [[Luck|LUCK]] ≥ 8
 
|   
 
|   
 
* +10% to [[critical hit chance]]
 
* +10% to [[critical hit chance]]
Line 116: Line 116:
 
|  [[Faster Healing]]*
 
|  [[Faster Healing]]*
 
|  3
 
|  3
|  [[ENDURANCE]] ≥ 6
+
|  [[Endurance|ENDURANCE]] ≥ 6
 
|   
 
|   
 
* +15 to [[healing rate]]
 
* +15 to [[healing rate]]
Line 124: Line 124:
 
|  [[Quick Pockets]]
 
|  [[Quick Pockets]]
 
|  3
 
|  3
|  [[AGILITY]] ≥ 5
+
|  [[Agility|AGILITY]] ≥ 5
 
|   
 
|   
 
* Half Reload cost
 
* Half Reload cost
Line 131: Line 131:
 
|  [[Gain Agility]]
 
|  [[Gain Agility]]
 
|  3
 
|  3
|  [[AGILITY]] ≤ 19
+
|  [[Agility|AGILITY]] ≤ 19
 
|
 
|
 
* +2 to [[Agility]]
 
* +2 to [[Agility]]
Line 138: Line 138:
 
|  [[Gain Charisma]]
 
|  [[Gain Charisma]]
 
|  3
 
|  3
|  [[CHARISMA]] ≤ 19
+
|  [[Charisma|CHARISMA]] ≤ 19
 
|
 
|
 
* +2 to [[Charisma]]
 
* +2 to [[Charisma]]
Line 145: Line 145:
 
|  [[Gain Endurance]]
 
|  [[Gain Endurance]]
 
|  3
 
|  3
|  [[ENDURANCE]] ≤ 19
+
|  [[Endurance|ENDURANCE]] ≤ 19
 
|
 
|
 
* +2 to [[Endurance]]
 
* +2 to [[Endurance]]
Line 152: Line 152:
 
|  [[Gain Intelligence]]
 
|  [[Gain Intelligence]]
 
|  3
 
|  3
|  [[INTELLIGENCE]] ≤ 19
+
|  [[Intelligence|INTELLIGENCE]] ≤ 19
 
|
 
|
 
* +2 to [[Intelligence]]
 
* +2 to [[Intelligence]]
Line 159: Line 159:
 
|  [[Gain Luck]]
 
|  [[Gain Luck]]
 
|  3
 
|  3
|  [[LUCK]] ≤ 19
+
|  [[Luck|LUCK]] ≤ 19
 
|
 
|
 
* +2 to [[Luck]]
 
* +2 to [[Luck]]
Line 166: Line 166:
 
|  [[Gain Perception]]
 
|  [[Gain Perception]]
 
|  3
 
|  3
|  [[PERCEPTION]] ≤ 19
+
|  [[Perception|PERCEPTION]] ≤ 19
 
|
 
|
 
* +2 to [[Perception]]
 
* +2 to [[Perception]]
Line 173: Line 173:
 
|  [[Gain Strength]]
 
|  [[Gain Strength]]
 
|  3
 
|  3
|  [[STRENGTH]] ≤ 19
+
|  [[Strength|STRENGTH]] ≤ 19
 
|
 
|
 
* +2 to [[Strength]]
 
* +2 to [[Strength]]
Line 180: Line 180:
 
|  [[Ghost]]
 
|  [[Ghost]]
 
|  6
 
|  6
|  [[PERCEPTION]] ≥ 6
+
|  [[Perception|PERCEPTION]] ≥ 6
 
|  
 
|  
 
* +100 bonus to [[Sneak]] when within 5 hexes from a wall
 
* +100 bonus to [[Sneak]] when within 5 hexes from a wall
Line 186: Line 186:
 
|  [[Healer]]
 
|  [[Healer]]
 
|  3
 
|  3
|  [[ENDURANCE]] ≥ 6
+
|  [[Endurance|ENDURANCE]] ≥ 6
 
|  
 
|  
 
* +50-100 to hit points healed using [[First Aid]]
 
* +50-100 to hit points healed using [[First Aid]]
Line 192: Line 192:
 
|  [[Heave Ho!]]
 
|  [[Heave Ho!]]
 
|  6
 
|  6
|  [[STRENGTH]] ≥ 6
+
|  [[Strength|STRENGTH]] ≥ 6
 
|   
 
|   
 
* +6 to Throwing Range
 
* +6 to Throwing Range
Line 199: Line 199:
 
|  [[Hit and Run]]
 
|  [[Hit and Run]]
 
|  6
 
|  6
|  [[AGILITY]] ≥ 6
+
|  [[Agility|AGILITY]] ≥ 6
 
|  
 
|  
 
* Doubles MS when attack or use first aid/doctor on target for 3 sec when use Melee or throwing.
 
* Doubles MS when attack or use first aid/doctor on target for 3 sec when use Melee or throwing.
Line 205: Line 205:
 
|  [[Hit the Gaps]]
 
|  [[Hit the Gaps]]
 
|  12
 
|  12
|  [[CHARISMA]] ≥ 8
+
|  [[Charisma|CHARISMA]] ≥ 8
 
|   
 
|   
 
* -80% to your target's armor's critical modifiers
 
* -80% to your target's armor's critical modifiers
Line 211: Line 211:
 
|  [[Better HtH Criticals]]
 
|  [[Better HtH Criticals]]
 
|  15
 
|  15
|  [[STRENGTH]] ≥ 8
+
|  [[Strength|STRENGTH]] ≥ 8
 
|   
 
|   
 
* +33% Critical Power for using melee weapons
 
* +33% Critical Power for using melee weapons
Line 219: Line 219:
 
|  [[In Your Face!]]
 
|  [[In Your Face!]]
 
|  9
 
|  9
|  [[AGILITY]] ≥ 6
+
|  [[Agility|AGILITY]] ≥ 6
 
|  
 
|  
 
* 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
Line 226: Line 226:
 
|  [[Iron Limbs]]
 
|  [[Iron Limbs]]
 
|  3
 
|  3
|  [[Agility]] ≥ 6
+
|  [[Agility|AGILITY]] ≥ 6
 
|   
 
|   
 
* Immune for Criple limb
 
* Immune for Criple limb
Line 235: Line 235:
 
| [[Lethal Protection]]
 
| [[Lethal Protection]]
 
|  12
 
|  12
|  [[PERCEPTION]] ≥ 6
+
|  [[Perception|PERCEPTION]] ≥ 6
 
|
 
|
 
* Reduce % [[Lethal Damage]] as damage resistance
 
* Reduce % [[Lethal Damage]] as damage resistance
Line 242: Line 242:
 
|  [[Lifegiver]]
 
|  [[Lifegiver]]
 
|  12
 
|  12
|  [[ENDURANCE]] ≥ 5
+
|  [[Endurance|ENDURANCE]] ≥ 5
 
|  
 
|  
 
* +6 Endurance for HP calculation
 
* +6 Endurance for HP calculation
Line 248: Line 248:
 
|  [[Livewire]]
 
|  [[Livewire]]
 
|  3
 
|  3
|  [[AGILITY]] ≥ 6
+
|  [[Agility|AGILITY]] ≥ 6
 
|   
 
|   
 
* Doubled [[AC]]  
 
* Doubled [[AC]]  
Line 254: Line 254:
 
|  [[Living Anatomy]]
 
|  [[Living Anatomy]]
 
|  12
 
|  12
|  [[INTELLIGENCE]] ≥ 6
+
|  [[Intelligence|INTELLIGENCE]] ≥ 6
 
|   
 
|   
 
* +20 to [[Lethal Damage]] when attacking living organisms
 
* +20 to [[Lethal Damage]] when attacking living organisms
Line 261: Line 261:
 
|  [[Man of Steel]]
 
|  [[Man of Steel]]
 
|  15
 
|  15
|  [[ENDURANCE]] ≥ 8
+
|  [[Endurance|ENDURANCE]] ≥ 8
 
|   
 
|   
 
* +25% [[Critical Chance Resistance]]
 
* +25% [[Critical Chance Resistance]]
Line 269: Line 269:
 
|  [[Medic]]
 
|  [[Medic]]
 
|  15
 
|  15
|  [[INTELLIGENCE]] ≥ 8
+
|  [[Intelligence|INTELLIGENCE]] ≥ 8
 
|   
 
|   
 
* Healing [[cooldowns]] reduced by 75%
 
* Healing [[cooldowns]] reduced by 75%
Line 276: Line 276:
 
|  [[More Critical]]
 
|  [[More Critical]]
 
|  3
 
|  3
|  [[LUCK]] ≥ 6
+
|  [[Luck|LUCK]] ≥ 6
 
|   
 
|   
 
* +6% to [[critical hit chance]]
 
* +6% to [[critical hit chance]]
Line 283: Line 283:
 
|  [[More Ranged Damage]]
 
|  [[More Ranged Damage]]
 
|  15
 
|  15
|  [[PERCEPTION ]] ≥ 8
+
|  [[Perception|PERCEPTION ]] ≥ 8
 
|  
 
|  
 
* +5 to a weapon's damage range when using small or big guns
 
* +5 to a weapon's damage range when using small or big guns
Line 289: Line 289:
 
|  [[Pyromaniac]]
 
|  [[Pyromaniac]]
 
|  9
 
|  9
|  [[ENDURANCE]] ≥ 6
+
|  [[Endurance|ENDURANCE]] ≥ 6
 
|   
 
|   
 
* +75% to damage when using Fire weaponry
 
* +75% to damage when using Fire weaponry
Line 295: Line 295:
 
|  [[Quick Recovery]]
 
|  [[Quick Recovery]]
 
|  3
 
|  3
|  [[LUCK]] ≥ 6
+
|  [[Luck|LUCK]] ≥ 6
 
|
 
|
 
* Recovering from knock downs/knock outs costs significantly fewer [[APs]] than it normally would
 
* Recovering from knock downs/knock outs costs significantly fewer [[APs]] than it normally would
Line 302: Line 302:
 
|  [[Right between the Eyes]]
 
|  [[Right between the Eyes]]
 
|  15
 
|  15
|  [[PERCEPTION]] ≥ 8
+
|  [[Perception|PERCEPTION]] ≥ 8
 
|   
 
|   
 
* -90% to your target's helmet's critical modifiers  
 
* -90% to your target's helmet's critical modifiers  
Line 308: Line 308:
 
|  [[Sharpshooter]]
 
|  [[Sharpshooter]]
 
|  9
 
|  9
|  [[PERCEPTION]] ≥ 8
+
|  [[Perception|PERCEPTION]] ≥ 8
 
|   
 
|   
 
* +2 to [[Perception]] when determining how far you can see,  
 
* +2 to [[Perception]] when determining how far you can see,  
Line 316: Line 316:
 
|  [[Silent Running]]
 
|  [[Silent Running]]
 
|  6
 
|  6
|  [[AGILITY]] ≥ 6
+
|  [[Agility|AGILITY]] ≥ 6
 
|  
 
|  
 
* Attacking a critter from behind always causes a [[critical hit]] when unarmed,<br> using melee weapons or firing one-handed guns. <br>  
 
* Attacking a critter from behind always causes a [[critical hit]] when unarmed,<br> using melee weapons or firing one-handed guns. <br>  
Line 323: Line 323:
 
|  [[Spray and Pray]]
 
|  [[Spray and Pray]]
 
|  6
 
|  6
|  [[LUCK]] ≥ 6
+
|  [[Luck|LUCK]] ≥ 6
 
|  
 
|  
 
* Remove [[Critical Chance]] aimed cap
 
* Remove [[Critical Chance]] aimed cap
Line 329: Line 329:
 
|  [[Stonewall]]
 
|  [[Stonewall]]
 
|  9
 
|  9
|  [[STRENGTH]] ≥ 6
+
|  [[Strength|STRENGTH]] ≥ 6
 
|   
 
|   
 
* 8% per ST chance of avoiding knock-downs
 
* 8% per ST chance of avoiding knock-downs
Line 336: Line 336:
 
|  [[Toughness]]
 
|  [[Toughness]]
 
|  6
 
|  6
|  [[ENDURANCE]] ≥ 4
+
|  [[Endurance|ENDURANCE]] ≥ 4
 
|   
 
|   
 
* +4 to [[DT]], +12 to [[DR]]
 
* +4 to [[DT]], +12 to [[DR]]
Line 342: Line 342:
 
|  [[Weapon Handling]]
 
|  [[Weapon Handling]]
 
|  3
 
|  3
|  [[CHARISMA]] ≥ 6
+
|  [[Charisma|CHARISMA]] ≥ 6
 
|   
 
|   
 
* +2 to [[Strength]] when calculating [[chance to hit]]
 
* +2 to [[Strength]] when calculating [[chance to hit]]
Line 349: Line 349:
 
|  [[Cowboy]]
 
|  [[Cowboy]]
 
|  6
 
|  6
|  [[AGILITY]] ≥ 8
+
|  [[Agility|AGILITY]] ≥ 8
 
|  
 
|  
 
* +50 [[AP Regen]] while using one handed weapons (all weapons)
 
* +50 [[AP Regen]] while using one handed weapons (all weapons)
Line 357: Line 357:
 
|  [[Firefighter]]
 
|  [[Firefighter]]
 
|  3
 
|  3
|  [[INTELLIGENCE]] ≥ 6
+
|  [[Intelligence|INTELLIGENCE]] ≥ 6
 
|   
 
|   
 
* 15 Fire and Explode [[DT]]
 
* 15 Fire and Explode [[DT]]
Line 366: Line 366:
 
| [[Vampire]]
 
| [[Vampire]]
 
| 9
 
| 9
| [[ENDURANCE]] ≥ 8
+
| [[Endurance|ENDURANCE]] ≥ 8
 
|  
 
|  
 
* +25% [[lifesteal]] for melee attacks  
 
* +25% [[lifesteal]] for melee attacks  
Line 373: Line 373:
 
|  [[Surgeon]]
 
|  [[Surgeon]]
 
|  3
 
|  3
|  [[INTELLIGENCE]] ≥ 6
+
|  [[Intelligence|INTELLIGENCE]] ≥ 6
 
|  
 
|  
 
* +50 negative HP cap
 
* +50 negative HP cap
Line 380: Line 380:
 
|  [[Fast Attacks]]
 
|  [[Fast Attacks]]
 
|  9
 
|  9
|  [[AGILITY]] ≥ 6
+
|  [[Agility|AGILITY]] ≥ 6
 
|  
 
|  
 
* -200 Attack Speed
 
* -200 Attack Speed
Line 386: Line 386:
 
|  [[Gunner]]
 
|  [[Gunner]]
 
|  3
 
|  3
|  [[INTELLIGENCE]] ≥ 6
+
|  [[Intelligence|INTELLIGENCE]] ≥ 6
 
|  
 
|  
 
* Convert 10% of damage to [[Lethal Damage]], doubled on critical hit
 
* Convert 10% of damage to [[Lethal Damage]], doubled on critical hit

Revision as of 17:53, 20 February 2024

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 LUCK ≥ 8
  • Increase Critical Power by 25%
  • Increase Critical Damage by 50% for aimed attacks
Bonus Battle Stats 6 PERCEPTION ≥ 6
  • +15% Damage,
  • +3 Weapon range(not melee),
  • +50 Accuracy
Bonus HtH Attacks 18 AGILITY ≥ 8
  • -1 AP to HtH attack cost
  • +8 Turnbased Attacks
Bonus HtH Damage 3 STRENGTH ≥ 5
  • +10 to melee damage
  • Shortens battle timer by 30%
Bonus Move 3 AGILITY ≥ 6
Bonus Ranged Damage 9 PERCEPTION ≥ 6
  • +3 to a weapon's damage range when using small or big guns
  • Lowers the target DT by 1
Bonus Rate of Fire 18 AGILITY ≥ 8
  • -1 AP to ranged attack cost, except if throwing melee-class items
Death Sense 6 LUCK ≥ 6
  • Penetrates 20% of the targets total DR
  • Penetrates 30% of the targets total DT
  • Affect targets with less than 50% max HP
Demolition Boy 9 STRENGTH ≥ 6
  • 10% more damage from area effects and 1 more radius in area effects.
Dodger 3 AGILITY ≥ 8
  • +150 to AC
  • +25 to AC Cap
  • Damage done from distance longer than 40 hexes do only 50% damage
Earlier Sequence 3 PERCEPTION ≥ 5
Even More Criticals 6 LUCK ≥ 8
Faster Healing* 3 ENDURANCE ≥ 6
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 PERCEPTION ≥ 6
  • +100 bonus to Sneak when within 5 hexes from a wall
Healer 3 ENDURANCE ≥ 6
Heave Ho! 6 STRENGTH ≥ 6
  • +6 to Throwing Range
  • +30% DR penetration for throwing
Hit and Run 6 AGILITY ≥ 6
  • Doubles MS when attack or use first aid/doctor on target for 3 sec when use Melee or throwing.
Hit the Gaps 12 CHARISMA ≥ 8
  • -80% to your target's armor's critical modifiers
Better HtH Criticals 15 STRENGTH ≥ 8
  • +33% Critical Power for using melee weapons
  • +75% Critical Damage for using melee weapons
  • Penetrates 20% critical chance resistance
In Your Face! 9 AGILITY ≥ 6
  • Attackers' chance to hit you drops by 50% if s/he is standing on a hex next to yours
  • Lowers opponent's bounty power by 1
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 PERCEPTION ≥ 6
  • Reduce % Lethal Damage as damage resistance
  • 8% death effect res per PE
Lifegiver 12 ENDURANCE ≥ 5
  • +6 Endurance for HP calculation
Livewire 3 AGILITY ≥ 6
  • Doubled AC
Living Anatomy 12 INTELLIGENCE ≥ 6
Man of Steel 15 ENDURANCE ≥ 8
Medic 15 INTELLIGENCE ≥ 8
More Critical 3 LUCK ≥ 6
  • +6% to critical hit chance
  • +1% from aimed bonus critical chance (Need clarification as to what this means)
More Ranged Damage 15 PERCEPTION ≥ 8
  • +5 to a weapon's damage range when using small or big guns
Pyromaniac 9 ENDURANCE ≥ 6
  • +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 PERCEPTION ≥ 8
  • -90% to your target's helmet's critical modifiers
Sharpshooter 9 PERCEPTION ≥ 8
  • +2 to Perception when determining how far you can see,
  • Double your Accuracy
  • 1-10% DR Penetration
Silent Running 6 AGILITY ≥ 6
  • 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 LUCK ≥ 6
Stonewall 9 STRENGTH ≥ 6
  • 8% per ST chance of avoiding knock-downs
  • Immune to knockback
Toughness 6 ENDURANCE ≥ 4
Weapon Handling 3 CHARISMA ≥ 6
Cowboy 6 AGILITY ≥ 8
  • +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
  • -35% melee damage for opponent
  • Immune for Pyromaniac Bonuses
  • 8% confusion res per INT
Vampire 9 ENDURANCE ≥ 8
  • +25% lifesteal for melee attacks
  • If the target is poisoned, it won't work
Surgeon 3 INTELLIGENCE ≥ 6
  • +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