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 | ||
− | + | 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 | |
Better Criticals | 12 | Ranged Combat Skill ≥ 175% |
|
Bonus Battle Stats | 6 |
| |
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 |
|
Dodger | 3 | Agility ≥ 8 | |
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 |
|
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% |
|
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 |
|
Lethal Protection | 12 | PE ≥ 6 |
|
Lifegiver | 12 | Endurance ≥ 5 | +10 levels HP cap |
Livewire | 3 | Agility ≥ 6 | Doubled AC |
Living Anatomy | 12 | First Aid ≥ 100% |
|
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% |
|
Quick Recovery | 3 | Luck ≥ 6 |
|
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 |
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 |
|
Vampire | 9 | Melee Damage ≥ 20 | +25% lifesteal for melee attacks
|