| Name
|
Lvl
|
SPECIAL
|
Bonus
|
Synergy
|
| Vital Shielding
|
12
|
Endurance ≥ 6
|
- Grants +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
|
Adaptive Barrier
|
| Energy Deflection
|
6
|
Strength ≥ 8
|
- Reflects 60% of incoming laser and electrical damage back to the attacker within a range equal to your Strength x 4 (PvP only)
|
Adaptive Barrier
|
| Reinforced Endurance
|
9
|
Endurance ≥ 6
|
- Increases your damage resistance cap by 10% and reduces resistance penetration of incoming attacks by 5%
|
Adaptive Barrier
|
| 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
|
Architect
|
| Animal Friend
|
3
|
Charisma ≥ 6
|
- Grants 40% extra hit points to all of your followers except humans and mutants
|
Architect
|
| Engineer
|
12
|
Intelligence ≥ 6
|
- Any objects you build deal 30% more damage; traps, sandbags, and turrets last 100% longer
|
Architect
|
| Dodger
|
3
|
Agility ≥ 8
|
- +150 AC
- Incoming damage is reduced by 50% if the attacker is 40+ hexes away
|
Armor King
|
| Livewire
|
3
|
Agility ≥ 6
|
- Doubles your AC
- Reduces your character size by 5%
- Reduces attackers' Lethality by 5%
|
Armor King
|
| Quick Recovery
|
3
|
Luck ≥ 6
|
- Halves APs lost via knockdowns/knockouts
- +8% AP Drain (critical effect only) resistance for each point of Luck
- Increases your attackers' attack delay by 30%
|
Armor King
|
| Gain Strength
|
3
|
Strength ≤ 19
|
|
Bonus HtH Rapid
|
| Better HtH Criticals
|
15
|
Strength ≥ 8
|
- +33% critical power when using melee weapons
- +75% critical damage when using melee weapons
- +20% critical chance resistance penetration when using melee weapons
|
Bonus HtH Rapid
|
| In Your Face!
|
9
|
Agility ≥ 6
|
|
Bonus HtH Rapid
|
| Bonus HtH Attacks
|
18
|
Agility ≥ 8
|
- Reduces the cost of melee/unarmed attacks by 1 AP
- +8 TB attacks (of any type, including ranged)
|
Bonus HtH Speed
|
| Bonus HtH Damage
|
3
|
Strength ≥ 5
|
|
Bonus HtH Speed
|
| Vampire
|
9
|
Endurance ≥ 8
|
|
Bonus HtH Speed
|
| Bonus Ranged Damage
|
9
|
Perception ≥ 6
|
- +3 damage per bullet when using ranged weapons
|
Burster
|
| Death Sense
|
6
|
Luck ≥ 6
|
- Penetrates 30% of your targets' total DT if they're below 50% max HP
- Penetrates 20% of your targets' total DR if they're below 50% max HP
|
Burster
|
| More Ranged Damage
|
15
|
Perception ≥ 8
|
- +4 damage per bullet when using ranged weapons
|
Burster
|
| Deadeye
|
6
|
Agility ≥ 6
|
- Reduces aimed attack penalties: accuracy and attack delay by 50%, AP cost by 1 AP
|
Deadly Momentum
|
| Bonus Damage Multi
|
6
|
Perception ≥ 6
|
- +17% damage multiplier
- +10% to minimum damage
- +10% to maximum damage
|
Deadly Momentum
|
| Focused Striker
|
9
|
Perception ≥ 8
|
- Grants +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
|
Deadly Momentum
|
Iron Limbs (a.k.a. Iron Grip)
|
3
|
Agility ≥ 6
|
|
Iron Man
|
| Man of Steel
|
15
|
Endurance ≥ 6
|
- +25% critical chance resistance
- +50% critical power resistance
- +8% resistance to armor bypass (critical effect only) for each point of Endurance
|
Iron Man
|
| Unbreakable
|
12
|
Strength ≥ 8
|
- Increases critical damage resistance by 20%
- You cannot be critically hit twice in a row
|
Iron Man
|
| Living Anatomy
|
12
|
Intelligence ≥ 6
|
- Adds 20 lethal damage to attacks against living organisms
- Adds 200 to First Aid's critical fail roll, effectively disabling critical fails if your FA ≥ 250%
|
Lethal Death
|
| Gunner
|
3
|
Intelligence ≥ 6
|
- Converts 10% of your base damage to lethal damage; critical hits convert double the amount
- Converts all bonus damage per bullet into lethal damage
|
Lethal Death
|
| Weapon Handling
|
3
|
Charisma ≥ 6
|
|
Lethal Death
|
| Better Criticals
|
12
|
Luck ≥ 8
|
- +25% critical power
- Aimed attacks deal +50% critical damage
|
Marksman
|
| Hit the Gaps
|
12
|
Charisma ≥ 8
|
- Reduces your target's body armor's critical modifiers by 80%
|
Marksman
|
| Spray and Pray
|
6
|
Luck ≥ 6
|
- Removes critical chance cap
|
Marksman
|
| Healer
|
3
|
Endurance ≥ 6
|
|
Medicine Doctor
|
| Medic
|
15
|
Intelligence ≥ 8
|
|
Medicine Doctor
|
| Surgeon
|
3
|
Intelligence ≥ 6
|
- +50 negative HP capacity
- Using First Aid or Doctor refunds 2 APs
- Your armor's condition loss is unaffected by attackers' Luck
- Teammates below 1 HP are automatically marked
- Doctor increases your accuracy
|
Medicine Doctor
|
| Gain Charisma
|
3
|
Charisma ≤ 19
|
|
Mysterious Stranger
|
| Cult of Personality
|
3
|
Charisma ≥ 8
|
- +100 party points
- Removes negative reputation effects
- Doubles reputation gains/losses
- +40% damage to targets whose Raider/Wastelander reputation balance opposes yours; if there's a tie, the bonus applies against other neutrals
|
Mysterious Stranger
|
| Party Member
|
3
|
Charisma ≥ 6
|
- Increases healing received by allies by 33%
- Reduces friendly fire damage by 80%
- Faction members/NPC companions on the same map as you gain 5% damage and 1% Damage Protection (this buff stacks if multiple allied characters on the map have the perk)
|
Mysterious Stranger
|
| Demolition Boy
|
6
|
Strength ≥ 6
|
- Grants your AoE effects 10% more damage and expands their radius by 1 hex
|
Nader
|
| Heave Ho!
|
6
|
Strength ≥ 6
|
|
Nader
|
| Hit and Run
|
9
|
Agility ≥ 6
|
- Doubles Movement Speed for 3 seconds after a melee/throwing attack or using First Aid/Doctor on another character
- Reduces the duration of Slows applied to you by 50%
|
Nader
|
| Gain Perception
|
3
|
Perception ≤ 19
|
|
Ninja
|
| Ghost
|
6
|
Perception ≥ 6
|
- +100 Sneak if there's a wall within 5 hexes
|
Ninja
|
| Silent Running
|
6
|
Agility ≥ 6
|
- Back attacks autocrit when you're unarmed, using melee weapons or firing one-handed guns
- Enables sneaking and running at the same time
|
Ninja
|
| Bonus Battle Stats
|
6
|
Perception ≥ 6
|
- +50 accuracy
- +12% damage multiplier
- +3 weapon range (ranged weapons only)
|
Pyro!
|
| Firefighter
|
3
|
Intelligence ≥ 6
|
|
Pyro!
|
| Pyromaniac
|
9
|
Endurance ≥ 6
|
- +2% fire damage for every percentage point of character size difference when attacking targets smaller than you
|
Pyro!
|
| Bonus AP Regen
|
3
|
Agility ≥ 6
|
- +20% AP Regen
- Restores 20% of your action points on kill
|
Quartermaster
|
| Earlier Sequence
|
3
|
Perception ≥ 5
|
|
Quartermaster
|
| Quick Pockets
|
3
|
Agility ≥ 5
|
- Halves your reload cost
- -1 AP cost of using super stimpaks/bloodpacks
- Allows you to load your shotguns twice as fast (inserting two shells at a time)
- Your healing drugs restore 15% more hit points
|
Quartermaster
|
| Cowboy
|
3
|
Agility ≥ 8
|
- Grants +50 AP Regen if you have a one-handed weapon equipped
- Grants pistols 40% reduced attack delay and 10% higher range
|
Quick Fingers
|
| Fast Attacks
|
9
|
Agility ≥ 6
|
- Reduces attack delay by 200
|
Quick Fingers
|
| Bonus Rate of Fire
|
18
|
Agility ≥ 8
|
- -1 AP to ranged attack cost, except if throwing melee-class items
|
Quick Fingers
|
| Awareness
|
3
|
Perception ≥ 6
|
- Displays other characters' damage type, their DT/DR against your damage type, and their critical chance/resistances
- +5% maximum chance to hit
- +25 Sneak detection
- Displays players currently located in a given world map zone
- After a sneaker within 50 hexes of you fires a weapon, Awareness automatically marks their position
|
Ranger
|
| Right between the Eyes
|
15
|
Perception ≥ 8
|
- -90% to your target's helmet's critical modifiers
|
Ranger
|
| Sharpshooter
|
6
|
Perception ≥ 8
|
- +2 Perception for sight range calculation
- +1-10% DR penetration (randomized per attack)
- Doubles your accuracy
|
Ranger
|
| Gain Luck
|
3
|
Luck ≤ 19
|
- +2 Luck
- +5 Luck for class SPECIAL scaling calculation
|
Slayer
|
| Even More Criticals
|
6
|
Luck ≥ 8
|
- +10% to critical hit chance
- +1% additional critical hit chance for every critical hit chance bonus that currently applies to your character (from drugs, perks/traits, class-specific effects, etc.)
|
Slayer
|
| More Critical
|
3
|
Luck ≥ 6
|
|
Slayer
|
| Action Boy
|
12
|
Agility ≥ 6
|
|
Speedboy
|
| Bonus Move
|
3
|
Agility ≥ 6
|
|
Speedboy
|
| Gain Agility
|
3
|
Agility ≤ 19
|
|
Speedboy
|
| Gain Intelligence
|
3
|
Intelligence ≤ 19
|
|
Stealth Master
|
| Phantom Presence
|
18
|
Luck ≥ 8
|
- +10% Lethality while sneaking
- Your unaimed attacks gain +30% critical power and +60% critical damage while you're sneaking
|
Stealth Master
|
| Undetected
|
3
|
Charisma ≥ 6
|
- +15 Stealth
- Reduces opponents' sneak detection by 33%
|
Stealth Master
|
| Adrenaline Rush
|
3
|
Charisma ≥ 6
|
- Grants a DT/DR bonus based on the missing percentage of your maximum HP:
| Total HP loss |
Total DT bonus |
Total DR bonus
|
| ≥ 25% |
1 |
5
|
| ≥ 50% |
2 |
10
|
| ≥ 75% |
3 |
15
|
- Grants +8% Slow (critical effect only) resistance for each point of Charisma
- Increases character size by 0.2% for every 1% of missing HP
|
Tank
|
| Lethal Protection
|
12
|
Perception ≥ 6
|
- Lethal damage doesn't bypass your DR
- Reduces death effect damage by 8% per point of Perception
|
Tank
|
| Toughness
|
6
|
Endurance ≥ 4
|
- +4 normal DT
- +12 normal DR
- Lowers 1-hex burst damage by 25%
|
Tank
|
| Cybernetic Eye
|
6
|
Perception ≥ 6
|
- Grants fire, normal, and explosive DR penetration to your aimed attacks that scales with your opponent's armor's condition (+1% pen for every 2% of condition missing)
- Your aimed attacks deal 1% extra damage per percentage point of character size difference against targets bigger than you
|
Technician
|
| Gain Implants
|
3
|
Charisma ≥ 6
|
|
Technician
|
| Synthetic
|
18
|
Charisma ≥ 8
|
- Transforms you into a robotic entity, reducing your EMP DR to 0
- Allows installation of EMP Shield implants
- +10% Laser, Plasma, and Electro DR penetration
- +10% Laser, Plasma, and Electro DR penetration resistance
|
Technician
|
| 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
|
Undying
|
| Providence
|
9
|
Luck ≥ 8
|
- You have a chance equal to your critical chance to gain 75% Damage Protection whenever you're hit
|
Undying
|
| Stonewall
|
9
|
Strength ≥ 6
|
- +8% chance to avoid knockouts and lost turns (critical effects only) per point of Strength
- Grants knockdown (critical effect only) immunity
- -4 to the distance of knockbacks targeting you (if the resulting distance is ≤ 0, you're effectively immune)
- Reduces enemy Scouts' Luck by an amount equal to your Strength for the purpose of Scout's Strike knockout chance calculation
|
Undying
|
| 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)
|
Vanishing Act
|
| Crasher
|
15
|
Luck ≥ 8
|
- Your criticals ignore 50% of the target's melee power defense and bypass their melee DR penetration protection
|
Vanishing Act
|
| Long Arms
|
15
|
Strength ≥ 8
|
- Extends your weapon's range by 1 (regardless of type)
- Your 1-hex bonuses now also apply at the range of 2 hexes
|
Vanishing Act
|
| Atomic Savant
|
9
|
Endurance ≥ 6
|
- Allows normal DR to reduce Bleed damage, plasma DR to reduce Poison damage, and fire DR to reduce Burn damage
- +8% plasma DR
|
Vigor Boost
|
| Coolheaded
|
3
|
Charisma ≥ 6
|
|
Vigor Boost
|
| Muscular Physique
|
18
|
Endurance ≥ 8
|
- Reduces enemy damage multiplier by 14%
- +5% Damage Protection when your battle timer is active
- +6% electrical damage resistance
|
Vigor Boost
|
| Faster Healing
|
3
|
Endurance ≥ 6
|
|
Vitality
|
| Gain Endurance
|
3
|
Endurance ≤ 19
|
|
Vitality
|
| Lifegiver
|
12
|
Endurance ≥ 5
|
- +6 Endurance for HP per level calculation (capped at 20; best case scenario: +128 HP)
- Drugs that restore hit points have their attack delay reduced by 50%
|
Vitality
|