Level perks

From FOnline 3 wiki
Jump to navigation Jump to search

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 27 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 permanent S.P.E.C.I.A.L so if want to take Adrenaline Rush, you will need real 6 Charisma (base + perks + implants) it doesn't effect temporary special like from Drugs or Armor Perks.
If perk require other stat than special like Melee Damage you can boost your stats by drugs or other temporary source.
It is worth mentioning however that SPECIAL Boy Perk Synergy allows you to use temporary S.P.E.C.I.A.L sources as if those were permanent, thus giving you more freedom in your character's build creation.



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
Animal Friend 3 CHARISMA ≥ 6
  • All followers except humans and mutants gain 40% extra hit points
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.
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
Baiter 6 CHARISMA ≥ 6
  • Grants immunity to taunts
  • Allows you to taunt all enemies within 30 hexes by using the Traps skill on yourself (Cooldown: 120 seconds)
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 AP Regen 3 AGILITY ≥ 6
  • +20% to AP regen
  • Regain 20% of your action points on kill
Bonus Battle Stats 6 PERCEPTION ≥ 6
  • +12% 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 3 AGILITY ≥ 8
  • +50 AP Regen while using one handed weapons (all weapons)
  • Reduces Pistol attack speed time by 40%
  • +10% more range for pistols
Crasher 15 LUCK ≥ 8
  • Your criticals ignore 50% of the target’s melee power defense and bypass their melee attack DR penetration protection
Cult of Personality 3 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
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 6 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.
Energy Deflection 6 STRENGTH ≥ 8
  • Reflect 60% of incoming laser and electrical damage back to the attacker within a range equal to 4 × your Strength
Engineer 12 INTELLIGENCE ≥ 6
  • Any objects you build deal 30% more damage. Traps, sandbags, and turrets last 100% longer.
Even More Criticals 6 LUCK ≥ 8
Fast Attacks 9 AGILITY ≥ 6
  • -200 Attack Speed
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 9 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
Lone Wanderer 3 CHARISMA ≥ 6
  • If there are no players or NPCs from your faction/team within 20 hexes, you get +10% to all damage resistances and +30% to received healing
Long Arms 15 STRENGTH ≥ 8
  • Extends your weapon range by 1 (also works on melee)
  • Your 1-hex bonuses now also apply at a 2-hex distance
Man of Steel 15 ENDURANCE ≥ 6
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.
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
Phantom Presence 18 LUCK ≥ 8
Providence 9 LUCK ≥ 8
  • You have a chance to block 75% of incoming damage equal to your critical chance
Pyromaniac 9 ENDURANCE ≥ 6
  • +2% fire damage for every percentage point of character size difference when attacking targets smaller than you
Quick Pockets 3 AGILITY ≥ 5
  • Half Reload cost
  • -1 AP Cost for using super stimpak or bloodpack
  • Reloads 2 Shells on Shotgun
  • 15% more healing from Meds
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
Reinforced Endurance 9 ENDURANCE ≥ 6
  • Increases your damage resistance cap by 10% and reduces the resistance penetration of incoming attacks by 5%
Right between the Eyes 15 PERCEPTION ≥ 8
  • -90% to your target's helmet's critical modifiers
Sharpshooter 6 PERCEPTION ≥ 8
  • +2 to Perception when determining your sight range
  • Doubled 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%
Turret Mechanic 18 INTELLIGENCE ≥ 8
  • Allows you to set up a double minigun turret that lasts for 120 seconds (cooldown: 180 seconds). The turret is vulnerable to EMP damage and costs 10 Good Metal Parts to build.
Undetected 3 CHARISMA ≥ 6
  • Gain 15 Stealth
  • Reduce opponent sneak detection by 33%
Unbreakable 12 STRENGTH ≥ 8
  • Increases critical damage resistance by 20%
  • You cannot be critically hit twice in a row
Vampire 9 ENDURANCE ≥ 8
Vital Shielding 12 ENDURANCE ≥ 6
  • Gain +1% damage resistance for every 100 current hit points you have. Your negative HP capacity counts as current hit points for the purpose of this calculation.
Weapon Handling 3 CHARISMA ≥ 6
Focused Striker 9 PERCEPTION ≥ 8
  • You gain +2% Damage Multiplier and +2% Critical Damage every second you don't attack (maximum stacks: 50).
  • The usual rule that all incoming damage in PvP must be halved if it's above 350, and then halved again if it's still above 300, does not apply when delivering a fully charged (50/50 stacks) Focused Strike.
Deadeye 6 AGILITY ≥ 6
  • Cut Aim Penalty, Attack Delay, and AP Cost by 50%!
Bonus Damage Multi 6 PERCEPTION ≥ 6
  • +17% Damage Multiplier and +10% to min/max damage!
Gain Implants 3 CHARISMA ≥ 6
  • Increases special implant limit by 3 and grants +5 Charisma for combat implant limit calculations.
Synthetic 18 CHARISMA ≥ 8
  • Transforms you into a robotic entity, reducing your EMP DR to 0.
  • Allows installation of an EMP Shield
  • Grants 10% energy DR penetration (Laser, Plasma, Electro), along with 10% energy DR penetration resistance.
Cybernetic Eye 6 PERCEPTION ≥ 6
  • Grants conventional DR penetration (Fire, Normal, Explosion).
  • Effect increases by 1% for every 2% of the opponent's armor condition missing [Aimed Attacks].
  • Your aimed attacks deal 1% extra damage per percentage point of size difference against targets bigger than you