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 your weapon's damage per bullet when using small or big guns
- Lowers the targets 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
|
- +30 to Sequence
- Increases your AC mod by +25.
|
Even More Criticals
|
6
|
LUCK ≥ 8
|
|
Fast Attacks
|
9
|
AGILITY ≥ 6
|
|
Faster Healing
|
3
|
ENDURANCE ≥ 6
|
|
Firefighter
|
3
|
INTELLIGENCE ≥ 6
|
- Extra 15 Fire and Explode DT with a cap
- -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
|
- Convert 10% of damage to Lethal Damage, doubled on critical hit
- Convert all bonus damage per bullet into Lethal Damage
|
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
- Lower attacker lethality by 5%
|
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 per bullet when using small or big guns
|
Muscular Physique
|
18
|
ENDURANCE ≥ 8
|
- Reduces enemy Damage Multiplier by 14%.
- +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
- Attacker luck doesnt increase tempo of destroying your armor
- Put auto marker on team-mate on negative hp
|
Toughness
|
6
|
ENDURANCE ≥ 4
|
- +4 to DT, +12 to DR
- Lower one-hex damage from bursts by 25%
|
Vampire
|
9
|
ENDURANCE ≥ 8
|
|
Weapon Handling
|
3
|
CHARISMA ≥ 6
|
|
Party Member
|
3
|
CHARISMA ≥ 6
|
- Increases healing for allies by 33%
- Reduces friendly-fire damage by 80%
- Increases damage by 5% for faction members/NPC companions on the map
- Increases damage protection by 1% for faction members/NPC companions on the map
|
Awareness
|
3
|
PERCEPTION ≥ 6
|
- Provides information about targets:
- Damage type they use
- Target's DT/DR against your damage type
- Critical chance, including target resistances
- +5% maximum chance to hit
- +25 Sneak detection
- Ability to check who is in the world map zone
- Put auto marker on sneaker position after he shots in 50 hexes range
|
Cult of Personality
|
12
|
CHARISMA ≥ 8
|
- Ignores negative effects of reputation
- Increases party points by 100
- Doubles the rate of gaining or losing reputation
- Increases damage by 40% based on reputation:
- If your highest reputation is Raider, you deal 40% more damage against those with the highest Wastelander reputation
- If your highest reputation is Wastelander, you deal 40% more damage against those with the highest Raider reputation
- If your Wastelander and Raider reputations are equal, you deal 40% more damage to others in the same situation
|
Undetected
|
3
|
CHARISMA ≥ 6
|
- Gain 15 Stealth
- Reduce opponent sneak detection by 33%
|
Phantom Presence
|
18
|
LUCK ≥ 8
|
|