| Name
|
Perks
|
Bonus
|
| Adaptive Barrier
|
|
- If your damage resistance (DR) is higher than your attacker's, you gain a damage multiplier equal to the difference between your DR and theirs. If your attacker's DR is higher than yours, you reduce their damage multiplier by the difference instead.
|
| Architect
|
|
- Reduces turret building cooldown to 60 seconds and upgrades the weapon to a heavy double minigun. Explosive barrels are built 10 hexes ahead of the player, and the build cost is reduced to one advanced gunpowder and one good metal part. Sandbags are built three at a time, covering the player's frontside hexes. Land mines always cripple legs.
|
| Armor King
|
|
|
| Bonus HtH Rapid
|
|
|
| Bonus HtH Speed
|
|
|
| Burster
|
|
- +75% chance to deal +100% damage when attacking a target on an adjacent hex (a.k.a. "1-hexing")
|
| Deadly Momentum
|
|
- When Focused Strike is fully charged (50/50 stacks), your damage is doubled
|
| Iron Man
|
|
- +30% Critical Chance Resistance and Critical Roll Resistance
- -20% critical damage received
|
| Lethal Death
|
|
- +25% more lethal damage when the target is below 50% HP
- +10% Lethality (hitting targets with max HP % below your Lethality % adds 2137 damage to your attack)
|
| Marksman
|
|
- +3% additional critical chance for aimed attacks per point of Luck (this stacks with the regular +4% bonus for a total of +7%)
- 150% Critical Power when the target is less than 30 hexes away
|
| Medicine Doctor
|
|
- Healing others also heals you for 50% of the amount
- +20% DT penetration protection when below 50% HP
- +30% DR penetration protection when below 50% HP
|
| Mysterious Stranger
|
|
- All NPC companions gain 30% increased Damage Protection
- Whenever you enter a new location, an NPC companion spawns: their gear tier matches yours; their build is randomized; their power level scales with the current patch number
- Whenever you re-enter the battlefield during War Events, two NPC soldiers spawn to fight alongside you; the effect has a 30-second cooldown
|
| Nader
|
|
- Grenades gain weapon perks based on your armor perks, see Weapons#Grenade perks for details.
- +1 AP drained from your targets per hit
|
| Ninja
|
|
- +20 Stealth
- +20 Stealth when next to a wall (stacks with the unconditional +20 for a total of +40).
- -50% AP cost of activating sneak
|
| Pyro!
|
|
- 50% of Pyromaniac's and Phoenix Module's fire damage bonus gained as extra lethal damage
- -10% to your targets' lethal damage defenses
- +40% character size
|
| Quartermaster
|
|
- All tools function directly from inventory
- Tool efficiency increased by 100%
- Can use two medications at once
- Carry weight is doubled
- Motion sensors and armor require only 1 MFC to fully charge
- The cost of discharging armor is halved
- Swapping armor does not consume action points
|
| Quick Fingers
|
|
- -50% attack delay for single shots (excluding melee and throwing)
- +17% damage multiplier against targets larger than you
|
| Ranger
|
|
|
| Slayer
|
|
- +40 to critical roll.
- -80% to target's armor's critical roll protection.
|
| Speedboy
|
|
- +25% Bonus AP.
- +10% to Movement Speed bonus caps
- -50% attack delay from using items that restore hit points
- -50% reload cost
|
| Stealth Master
|
|
- Standing still and performing no actions for 5s after manually activating sneak mode out of combat while wearing leather armor lets you become completely invisible. There will be a purple
# icon displayed next to your name tag to indicate that "ultra sneak" mode is active.
- Activating Sneak reduces combat timer to 5s
- Whenever your HP drops below 0, you enter sneak mode automatically
|
| Tank
|
|
- +10 to all defensive rolls
- -30% to attackers' melee damage
- Minimum damage multiplier capped at 80%
- +10% to damage multiplier against targets below your character size
|
| Technician
|
|
- You can pick an additional level perk that can be changed at any time using the
~technician, or ~tech for short, command. Note that picking a perk you already have will have no effect.
|
| Undying
|
|
- When you die, you are automatically revived with 50% HP and given 5 seconds of damage immunity. Cooldown: 180 seconds.
|
| Vanishing Act
|
|
- When hit by a player, you gain +500 Stealth for 1 second and automatically enter Sneak mode (Cooldown: 3 seconds).
|
| Vigor Boost
|
|
- Whenever you take damage, you have a chance to gain 1 second of immunity based on your HP % after the hit.
| Your remaining hit points |
>90% |
76–90% |
51–75% |
26–50% |
11–25% |
1–10% |
<1%
|
| Chance to gain immunity
|
0% |
10% |
15% |
20% |
30% |
40% |
50%
|
|
| Vitality
|
|
- +50% Healing Rate.
- Reduced the effect of Poison on Healing Rate from 50% to 25%.
- Reduced the effect of Bleed on Healing Rate from 100% to 50%.
|