Difference between revisions of "Level perks"
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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 | 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 | + | '''Note:''' Level perks work off your <b> permnament</b> [[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 |
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A full list of level perks: | A full list of level perks: |
Revision as of 14:56, 27 November 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 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 | +2 to Action Points |
Adrenaline Rush | 3 | Charisma ≥ 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 |
|
Faster Healing* | 3 | 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% | -80% 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 Limbs | 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% |
|
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 |
|
Firefighter | 3 | Intelligence ≥ 6 |
|
Vampire | 9 | Melee Damage ≥ 20 | +25% lifesteal for melee attacks
|
Surgeon | 3 | Doctor ≥ 75 |
|
Fast Attacks | 9 | Agility ≥ 6 |
|
Gunner | 3 | Intelligence ≥ 6 |
|