Difference between revisions of "Level perks"

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* 8% per ST chance of avoiding knock-downs
 
* 8% per ST chance of avoiding knock-downs
* 7% per EN chance of avoiding knock-outs
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Immune to knockback
 
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|  [[Toughness]]
 
|  [[Toughness]]

Revision as of 14:47, 28 June 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

Note: Level perks work off your CURRENT statistics so if want to take "vampire" but need more melee damage wearing NCR armor with the Integrated gloves armor perk can boost your melee damage enough to allow you to take it.

This also works with drugs and armor with Gain SPECIAL stat armor perks allowing you to take perks with a minimum SPECIAL requirement.

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
  • gives 8% Slow Resistance per CH
Better Criticals 12 Ranged Combat Skill ≥ 175%
  • Increase Critical Power by 25%
  • Increase Critical Damage by 50% for aimed attacks
Bonus Battle Stats 6
  • +10% damage,
  • +2 weapon range(not melee),
  • +25 accuracy
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% +3 to a 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
Death Sense 6 LK ≥ 6
  • Penetrates 20% of the targets total DR
  • penetrates 30% of the targets total DT
Dodger 3 Agility ≥ 8
  • +150 to AC
  • +25 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%
Quick Pockets 3 Agility ≥ 5
  • Free reload AP 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 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
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 Agility ≥ 6
  • Immune for Criple limb
  • immune for weapon drop
  • 8% criple res per AG
  • Also known as Iron Grip
Lethal Protection 12 PE ≥ 6
  • Reduce % flat damage as damage resistance
  • 8% death effect res per PE
Lifegiver 12 Endurance ≥ 5 +10 levels HP 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% +4 to a weapon's damage range when using small or big guns
Pyromaniac 9 BG ≥ 100%
  • +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 Combat Skill ≥ 200% -90% to your target's helmet's critical modifiers
Sharpshooter 9 Ranged Combat Skill ≥ 150%
Silent Running 6 Sneak ≥ 100% 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 Combat Skill ≥ 125% Remove Critical Chance aimed cap
Stonewall 9 Strength ≥ 5
  • 8% per ST chance of avoiding knock-downs

Immune to knockback

Toughness 6 Endurance ≥ 4 +4 to DT, +12 to DR
Weapon Handling 3 Ranged Combat Skill ≥ 100%
Cowboy 3 Agility ≥ 10 * +50 AP Regen while using one handed weapons
Firefighter 3 Intelligence ≥ 6
  • 15 Fire and Explode DT
  • -25% melee damage for opponent
  • Immune for Pyromaniac Bonuses
  • 8% confusion res per INT
Vampire 9 Melee Damage ≥ 20 +25% lifesteal for melee attacks
  • If the target is poisoned, it won't work