Level perks

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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
Better Criticals 12 LUCK ≥ 8
  • Increase Critical Power by 25%
  • Increase Critical Damage by 50% for aimed attacks
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
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
Faster Healing* 3 ENDURANCE ≥ 6
Quick Pockets 3 AGILITY ≥ 5
  • Half Reload 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 PERCEPTION ≥ 6
  • +100 bonus to Sneak when within 5 hexes from a wall
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
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
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
Pyromaniac 9 ENDURANCE ≥ 6
  • +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 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
Toughness 6 ENDURANCE ≥ 4
Weapon Handling 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
Firefighter 3 INTELLIGENCE ≥ 6
  • 15 Fire and Explode DT
  • -35% melee damage for opponent
  • Immune for Pyromaniac Bonuses
  • 8% confusion res per INT
Vampire 9 ENDURANCE ≥ 8
  • +25% lifesteal for melee attacks
  • If the target is poisoned, it won't work
Surgeon 3 INTELLIGENCE ≥ 6
  • +50 negative HP cap
  • Recover +2 APs after use doctor or first aids
Fast Attacks 9 AGILITY ≥ 6
  • -200 Attack Speed
Gunner 3 INTELLIGENCE ≥ 6
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.
Muscular Physique 18 ENDURANCE ≥ 8
  • Reduces enemy Damage Multiplier by 20%.
  • +5% Damage Protection during battle.
  • +6% Electro Damage Resistance.
Coolheaded 3 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.