Difference between revisions of "Level perks"

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m (Coolheaded - links to critical effects)
Line 29: Line 29:
 
* [[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
 +
|-
 +
|  [[Atomic Savant]]
 +
|  9
 +
|  [[Endurance|ENDURANCE]] ≥ 6
 +
|
 +
* Reduces damage from temporal effects based on the percentage of Damage Resistance.
 +
* [[Bleed]] effects are mitigated by Normal DR, [[Poison]] by Plasma DR, and [[Burn]] by Fire DR.
 +
* +8% Plasma Damage Resistance.
 
|-
 
|-
 
|  [[Better Criticals]]
 
|  [[Better Criticals]]
Line 36: Line 44:
 
* Increase [[Critical Power]] by 25%
 
* Increase [[Critical Power]] by 25%
 
* Increase Critical Damage by 50% for aimed attacks
 
* Increase Critical Damage by 50% for aimed attacks
 +
|-
 +
|  [[Better HtH Criticals]]
 +
|  15
 +
|  [[Strength|STRENGTH]] ≥ 8
 +
 +
* +33% Critical Power for using melee weapons
 +
* +75% Critical Damage for using melee weapons
 +
* Penetrates 20% critical chance resistance
 
|-
 
|-
 
|  [[Bonus Battle Stats]]
 
|  [[Bonus Battle Stats]]
Line 78: Line 94:
 
|   
 
|   
 
* -1 [[AP]] to ranged attack cost, except if throwing melee-class items
 
* -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]].
 +
* Shortens the duration of debuffs like [[Shock]], [[Slow]], [[Taunt]], [[Mark]], and [[Bewilderment]] by 30%.
 +
* +4% Laser Damage Resistance.
 +
 +
|-
 +
|  [[Cowboy]]
 +
|  6
 +
|  [[Agility|AGILITY]] ≥ 8
 +
|
 +
* +50 [[AP Regen]] while using one handed weapons (all weapons)
 +
* Reduces Pistol attack speed time by 40%
 +
* +10% more range for pistols 
 
|-
 
|-
 
|  [[Death Sense]]
 
|  [[Death Sense]]
Line 114: Line 147:
 
* +1 critical chance from every source
 
* +1 critical chance from every source
 
|-
 
|-
|  [[Faster Healing]]*
+
|  [[Fast Attacks]]
 +
|  9
 +
|  [[Agility|AGILITY]] ≥ 6
 +
|
 +
* -200 Attack Speed
 +
|-
 +
|  [[Faster Healing]]
 
|  3
 
|  3
 
|  [[Endurance|ENDURANCE]] ≥ 6
 
|  [[Endurance|ENDURANCE]] ≥ 6
Line 122: Line 161:
 
* +25% heal from meds
 
* +25% heal from meds
 
|-
 
|-
|  [[Quick Pockets]]
+
|  [[Firefighter]]
 
|  3
 
|  3
|  [[Agility|AGILITY]] ≥ 5
+
|  [[Intelligence|INTELLIGENCE]] ≥ 6
 
|   
 
|   
* Half Reload cost
+
* 15 Fire and Explode [[DT]]
*-1 AP Cost for using super stimpak or bloodpack
+
* -35% melee damage for opponent
 +
* Immune for [[Pyromaniac]] Bonuses
 +
* 8% confusion res per INT
 
|-
 
|-
 
|  [[Gain Agility]]
 
|  [[Gain Agility]]
Line 183: Line 224:
 
|  
 
|  
 
* +100 bonus to [[Sneak]] when within 5 hexes from a wall
 
* +100 bonus to [[Sneak]] when within 5 hexes from a wall
 +
|-
 +
|  [[Gunner]]
 +
|  3
 +
|  [[Intelligence|INTELLIGENCE]] ≥ 6
 +
|
 +
* Convert 10% of damage to [[Lethal Damage]], doubled on critical hit
 
|-
 
|-
 
|  [[Healer]]
 
|  [[Healer]]
Line 209: Line 256:
 
|   
 
|   
 
* -80% to your target's armor's critical modifiers
 
* -80% to your target's armor's critical modifiers
|-
 
|  [[Better HtH Criticals]]
 
|  15
 
|  [[Strength|STRENGTH]] ≥ 8
 
 
* +33% Critical Power for using melee weapons
 
* +75% Critical Damage for using melee weapons
 
* Penetrates 20% critical chance resistance
 
 
|-
 
|-
 
|  [[In Your Face!]]
 
|  [[In Your Face!]]
Line 287: Line 326:
 
|  
 
|  
 
* +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
 +
|-
 +
|  [[Muscular Physique]]
 +
|  18
 +
|  [[Endurance|ENDURANCE]] ≥ 8
 +
|
 +
* Reduces enemy Damage Multiplier by 20%.
 +
* +5% [[Damage Protection]] during battle.
 +
* +6% Electro Damage Resistance.
 
|-
 
|-
 
|  [[Pyromaniac]]
 
|  [[Pyromaniac]]
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|   
 
|   
 
* +75% to damage when using Fire weaponry
 
* +75% to damage when using Fire weaponry
 +
|-
 +
|  [[Quick Pockets]]
 +
|  3
 +
|  [[Agility|AGILITY]] ≥ 5
 +
 +
* Half Reload cost
 +
*-1 AP Cost for using super stimpak or bloodpack
 
|-
 
|-
 
|  [[Quick Recovery]]
 
|  [[Quick Recovery]]
Line 334: Line 388:
 
* 8% per ST chance of avoiding knock-downs
 
* 8% per ST chance of avoiding knock-downs
 
*Immune to knockback
 
*Immune to knockback
 +
|-
 +
|  [[Surgeon]]
 +
|  3
 +
|  [[Intelligence|INTELLIGENCE]] ≥ 6
 +
|
 +
* +50 negative HP cap
 +
* Recover +2 [[AP]]s after use doctor or first aids 
 
|-
 
|-
 
|  [[Toughness]]
 
|  [[Toughness]]
Line 340: Line 401:
 
|   
 
|   
 
* +4 to [[DT]], +12 to [[DR]]
 
* +4 to [[DT]], +12 to [[DR]]
|-
 
|  [[Weapon Handling]]
 
|  3
 
|  [[Charisma|CHARISMA]] ≥ 6
 
 
* +2 to [[Strength]] when calculating [[chance to hit]]
 
* +25% more [[Lethal Damage]]
 
|-
 
|  [[Cowboy]]
 
|  6
 
|  [[Agility|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|INTELLIGENCE]] ≥ 6
 
 
* 15 Fire and Explode [[DT]]
 
* -35% melee damage for opponent
 
* Immune for [[Pyromaniac]] Bonuses
 
* 8% confusion res per INT
 
 
|-
 
|-
 
| [[Vampire]]
 
| [[Vampire]]
Line 372: Line 409:
 
*If the target is poisoned, it won't work
 
*If the target is poisoned, it won't work
 
|-
 
|-
|  [[Surgeon]]
+
|  [[Weapon Handling]]
|  3
 
|  [[Intelligence|INTELLIGENCE]] ≥ 6
 
|
 
* +50 negative HP cap
 
* Recover +2 [[AP]]s after use doctor or first aids 
 
|-
 
|  [[Fast Attacks]]
 
|  9
 
|  [[Agility|AGILITY]] ≥ 6
 
|
 
* -200 Attack Speed
 
|-
 
|  [[Gunner]]
 
|  3
 
|  [[Intelligence|INTELLIGENCE]] ≥ 6
 
|
 
* Convert 10% of damage to [[Lethal Damage]], doubled on critical hit
 
|-
 
|  [[Atomic Savant]]
 
|  9
 
|  [[Endurance|ENDURANCE]] ≥ 6
 
|
 
* Reduces damage from temporal effects based on the percentage of Damage Resistance.
 
* [[Bleed]] effects are mitigated by Normal DR, [[Poison]] by Plasma DR, and [[Burn]] by Fire DR.
 
* +8% Plasma Damage Resistance.
 
|-
 
|  [[Muscular Physique]]
 
|  18
 
|  [[Endurance|ENDURANCE]] ≥ 8
 
|
 
* Reduces enemy Damage Multiplier by 20%.
 
* +5% [[Damage Protection]] during battle.
 
* +6% Electro Damage Resistance.
 
|-
 
|  [[Coolheaded]]
 
 
|  3
 
|  3
 
|  [[Charisma|CHARISMA]] ≥ 6
 
|  [[Charisma|CHARISMA]] ≥ 6
|  
+
|
* +8% resistance to [[Shock]] critical effects for each point of [[Charisma]].
+
* +2 to [[Strength]] when calculating [[chance to hit]]
* Shortens the duration of debuffs like [[Shock]], [[Slow]], [[Taunt]], [[Mark]], and [[Bewilderment]] by 30%.
+
* +25% more [[Lethal Damage]]
* +4% Laser Damage Resistance.
 
 
|-
 
|-
 
|}
 
|}
  
 
[[Category:Level Perks| ]]
 
[[Category:Level Perks| ]]

Revision as of 19:47, 8 July 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
Atomic Savant 9 ENDURANCE ≥ 6
  • Reduces damage from temporal effects based on the percentage of Damage Resistance.
  • Bleed effects are mitigated by Normal DR, Poison by Plasma DR, and Burn by Fire DR.
  • +8% Plasma Damage Resistance.
Better Criticals 12 LUCK ≥ 8
  • Increase Critical Power by 25%
  • Increase Critical Damage by 50% for aimed attacks
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
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
Coolheaded 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
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
Fast Attacks 9 AGILITY ≥ 6
  • -200 Attack Speed
Faster Healing 3 ENDURANCE ≥ 6
Firefighter 3 INTELLIGENCE ≥ 6
  • 15 Fire and Explode DT
  • -35% melee damage for opponent
  • Immune for Pyromaniac Bonuses
  • 8% confusion res per INT
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
Gunner 3 INTELLIGENCE ≥ 6
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.
  • Halves the duration of Slow on you.
Hit the Gaps 12 CHARISMA ≥ 8
  • -80% to your target's armor's critical modifiers
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
Muscular Physique 18 ENDURANCE ≥ 8
  • Reduces enemy Damage Multiplier by 20%.
  • +5% Damage Protection during battle.
  • +6% Electro Damage Resistance.
Pyromaniac 9 ENDURANCE ≥ 6
  • +75% to damage when using Fire weaponry
Quick Pockets 3 AGILITY ≥ 5
  • Half Reload cost
  • -1 AP Cost for using super stimpak or bloodpack
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
Surgeon 3 INTELLIGENCE ≥ 6
  • +50 negative HP cap
  • Recover +2 APs after use doctor or first aids
Toughness 6 ENDURANCE ≥ 4
Vampire 9 ENDURANCE ≥ 8
  • +25% lifesteal for melee attacks
  • If the target is poisoned, it won't work
Weapon Handling 3 CHARISMA ≥ 6