Difference between revisions of "Level perks"

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'''Level perks''' are [[perks]] which work in the same way as their counterparts from the original Fallout games.
 
'''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  
+
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 <b> permanent</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 doesn't effect temporary special like from [[Drugs]] or [[Armor Perks]]. <br>
 +
If perk require other stat than special like [[Melee Damage]] you can boost your stats by drugs or other temporary source. <br>
 +
It is worth mentioning however that SPECIAL Boy [[Perk Synergies|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 [https://fonline3.com/build build creation].
 +
 
  
'''Note:''' Level perks work off your CURRENT statistics so if want to take "vampire"  but need more melee damage wearing NCR armor with the Integrated gloves armor perk can boost your melee damage enough to allow you to take it.
 
  
This also works with drugs and armor with Gain SPECIAL stat armor perks allowing you to take perks with a minimum SPECIAL requirement. 
 
  
 
A full list of level perks:
 
A full list of level perks:
Line 18: Line 21:
 
|  [[Action Boy]]
 
|  [[Action Boy]]
 
|  12
 
|  12
|  [[Agility]] ≥ 6
+
|  [[Agility|AGILITY]] ≥ 6
| +2 to [[Action Points]]
+
|  
 +
* +2 to [[Action Points]]
 +
* +50 [[AP Regen]]
 
|-
 
|-
 
|  [[Adrenaline Rush]]
 
|  [[Adrenaline Rush]]
 
|  3
 
|  3
|  [[Charisma]] ≥ 6  
+
|  [[Charisma|CHARISMA]] ≥ 6  
 
|
 
|
 
* [[HP]] loss effects [[DT]]'s and [[DR]]'s incremental increase at certain thresholds
 
* [[HP]] loss effects [[DT]]'s and [[DR]]'s incremental increase at certain thresholds
* gives 8% Slow Resistance per CH
+
* Gives 8% Slow Resistance per CH
 +
|-
 +
|  [[Atomic Savant]]
 +
|  9
 +
|  [[Endurance|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|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
 
|-
 
|-
 
|  [[Better Criticals]]
 
|  [[Better Criticals]]
 
|  12
 
|  12
|  [[Ranged Combat Skill]] ≥ 175%
+
|  [[Luck|LUCK]] ≥ 8
 
|   
 
|   
 
* Increase [[Critical Power]] by 25%
 
* Increase [[Critical Power]] by 25%
 
* Increase Critical Damage by 50% for aimed attacks
 
* Increase Critical Damage by 50% for aimed attacks
 +
|-
 +
|  [[Better HtH Criticals]]
 +
|  15
 +
|  [[Strength|STRENGTH]] ≥ 8
 +
 +
* +33% Critical Power for using melee weapons
 +
* +75% Critical Damage for using melee weapons
 +
* Penetrates 20% critical chance resistance
 
|-
 
|-
 
|  [[Bonus Battle Stats]]
 
|  [[Bonus Battle Stats]]
 
|  6
 
|  6
 +
|  [[Perception|PERCEPTION]] ≥ 6
 
|
 
|
|
+
*+15% Damage,
*+10% damage,
+
*+3 Weapon range(not melee),
*+2 weapon range(not melee),
+
*+50 Accuracy
*+25 accuracy
 
 
|-
 
|-
 
|  [[Bonus HtH Attacks]]
 
|  [[Bonus HtH Attacks]]
 
|  18
 
|  18
|  [[Close Combat]] ≥ 180%
+
|  [[Agility|AGILITY]] ≥ 8
|  -1 AP to [[HtH]] attack cost
+
|
 +
* -1 AP to [[HtH]] attack cost
 +
* +8 Turnbased Attacks
 
|-
 
|-
 
|  [[Bonus HtH Damage]]
 
|  [[Bonus HtH Damage]]
 
|  3
 
|  3
|  [[Close Combat]] ≥ 75%
+
|  [[Strength|STRENGTH]] ≥ 5
|  +9 to [[melee]] damage
+
|   
 +
* +10 to [[melee]] damage
 +
* Shortens battle timer by 30%
 
|-
 
|-
 
|  [[Bonus Move]]
 
|  [[Bonus Move]]
 
|  3
 
|  3
|  [[Agility]] ≥ 6
+
|  [[Agility|AGILITY]] ≥ 6
 
|   
 
|   
 
* +2 [[AP]]s that can only be expended for movement in [[TB]] combat
 
* +2 [[AP]]s that can only be expended for movement in [[TB]] combat
Line 62: Line 100:
 
|  [[Bonus Ranged Damage]]
 
|  [[Bonus Ranged Damage]]
 
|  9
 
|  9
|  [[Ranged Combat Skill]] ≥ 150%
+
|  [[Perception|PERCEPTION]] ≥ 6
|  +3 to a weapon's damage range when using small or big guns
+
|   
 +
* +3 to your weapon's damage per bullet when using small or big guns
 +
* Lowers the targets [[DT]] by 1
 
|-
 
|-
 
|  [[Bonus Rate of Fire]]
 
|  [[Bonus Rate of Fire]]
 
| 18
 
| 18
|  [[Ranged Combat Skill]]  ≥ 180%
+
|  [[Agility|AGILITY]]  ≥ 8
|  -1 [[AP]] to ranged attack cost, except if throwing melee-class items
+
|   
 +
* -1 [[AP]] to ranged attack cost, except if throwing melee-class items
 +
|-
 +
|  [[Coolheaded]]
 +
|  3
 +
|  [[Charisma|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.
 +
 
 +
|-
 +
|  [[Cowboy]]
 +
|  6
 +
|  [[Agility|AGILITY]] ≥ 8
 +
|
 +
* +50 [[AP Regen]] while using one handed weapons (all weapons)
 +
* Reduces Pistol attack speed time by 40%
 +
* +10% more range for pistols 
 +
|-
 +
|  [[Cult of Personality]]
 +
|  12
 +
|  [[Charisma|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]]
 
|  [[Death Sense]]
 
|  6
 
|  6
|  [[Luck|LK]] ≥ 6
+
|  [[Luck|LUCK]] ≥ 6
 
|
 
|
 
* Penetrates 20% of the targets total DR
 
* Penetrates 20% of the targets total DR
* penetrates 30% of the targets total DT
+
* Penetrates 30% of the targets total DT
 +
* Affect targets with less than 50% max HP
 +
|-
 +
|  [[Demolition Boy]]
 +
|  9
 +
|  [[Strength|STRENGTH]] ≥ 6
 +
|
 +
* 10% more damage from area effects and 1 more radius in area effects.
 
|-
 
|-
 
|  [[Dodger]]
 
|  [[Dodger]]
 
|  3
 
|  3
|  [[Agility]] ≥ 8
+
|  [[Agility|AGILITY]] ≥ 8
 
|   
 
|   
 
* +150 to [[AC]]
 
* +150 to [[AC]]
 
* +25 to [[AC]] Cap
 
* +25 to [[AC]] Cap
 +
* Damage done from distance longer than 40 hexes do only 50% damage
 
|-
 
|-
 
|  [[Earlier Sequence]]
 
|  [[Earlier Sequence]]
 
|  3
 
|  3
|  [[Perception]] ≥ 5
+
|  [[Perception|PERCEPTION]] ≥ 5
|  +25 to [[Sequence]]
+
|   
 +
* +30 to [[Sequence]]
 +
* Increases your AC mod by +25.
 
|-
 
|-
 
|  [[Even More Criticals]]
 
|  [[Even More Criticals]]
 
|  6
 
|  6
|  [[Ranged Combat Skill]]
+
|  [[Luck|LUCK]] ≥ 8
|  +10% to [[critical hit chance]]
+
|   
 +
* +10% to [[critical hit chance]]
 +
* +1 critical chance from every source
 +
|-
 +
|  [[Fast Attacks]]
 +
|  9
 +
|  [[Agility|AGILITY]] ≥ 6
 +
|
 +
* -200 Attack Speed
 
|-
 
|-
|  [[Faster Healing]]*
+
|  [[Faster Healing]]
n/a
+
3
|  [[Doctor]] ≥ 75%
+
|  [[Endurance|ENDURANCE]] ≥ 6
 
|   
 
|   
 
* +15 to [[healing rate]]
 
* +15 to [[healing rate]]
Line 102: Line 190:
 
* +25% heal from meds
 
* +25% heal from meds
 
|-
 
|-
|  [[Quick Pockets]]
+
|  [[Firefighter]]
 
|  3
 
|  3
|  [[Agility]] ≥ 5
+
|  [[Intelligence|INTELLIGENCE]] ≥ 6
 
|   
 
|   
* Free reload AP Cost
+
* Extra 15 Fire and Explode [[DT]] with a cap
*-1 AP Cost for using super stimpak or bloodpack
+
* -35% melee damage for opponent
 +
* Immune for [[Pyromaniac]] Bonuses
 +
* 8% confusion res per INT
 
|-
 
|-
 
|  [[Gain Agility]]
 
|  [[Gain Agility]]
 
|  3
 
|  3
|  [[Agility]] ≤ 19
+
|  [[Agility|AGILITY]] ≤ 19
 
|
 
|
 
* +2 to [[Agility]]
 
* +2 to [[Agility]]
* +5 to special class calculation ([[Killer]], [[Soldier]])  
+
* +5 to special class calculation ([[Killer]], [[Raider]])  
 
|-
 
|-
 
|  [[Gain Charisma]]
 
|  [[Gain Charisma]]
 
|  3
 
|  3
|  [[Charisma]] ≤ 19
+
|  [[Charisma|CHARISMA]] ≤ 19
 
|
 
|
 
* +2 to [[Charisma]]
 
* +2 to [[Charisma]]
* +5 to special class calculation ([[Clone]], [[Chosen One]], [[Leader]], [[Cyborg]])
+
* +5 to special class calculation ([[Clone]], [[Chosen One]], [[Leader]], [[Cyborg]], [[Regulator]])
 
|-
 
|-
 
|  [[Gain Endurance]]
 
|  [[Gain Endurance]]
 
|  3
 
|  3
|  [[Endurance]] ≤ 19
+
|  [[Endurance|ENDURANCE]] ≤ 19
 
|
 
|
 
* +2 to [[Endurance]]
 
* +2 to [[Endurance]]
* +5 to special class calculation ([[Super Mutant]], [[Priest]], [[Infantry]])
+
* +5 to special class calculation ([[Super Mutant]], [[Priest]], [[Infantry]], [[Soldier]])
 
|-
 
|-
 
|  [[Gain Intelligence]]
 
|  [[Gain Intelligence]]
 
|  3
 
|  3
|  [[Intelligence]] ≤ 19
+
|  [[Intelligence|INTELLIGENCE]] ≤ 19
 
|
 
|
 
* +2 to [[Intelligence]]
 
* +2 to [[Intelligence]]
Line 139: Line 229:
 
|  [[Gain Luck]]
 
|  [[Gain Luck]]
 
|  3
 
|  3
|  [[Luck]] ≤ 19
+
|  [[Luck|LUCK]] ≤ 19
 
|
 
|
 
* +2 to [[Luck]]
 
* +2 to [[Luck]]
* +5 to special class calculation ([[Random Boy]], [[Bounty Hunter]], [[Scout]] )
+
* +5 to special class calculation ([[Random Boy]], [[Scout]] )
 
|-
 
|-
 
|  [[Gain Perception]]
 
|  [[Gain Perception]]
 
|  3
 
|  3
|  [[Perception]] ≤ 19
+
|  [[Perception|PERCEPTION]] ≤ 19
 
|
 
|
 
* +2 to [[Perception]]
 
* +2 to [[Perception]]
Line 153: Line 243:
 
|  [[Gain Strength]]
 
|  [[Gain Strength]]
 
|  3
 
|  3
|  [[Strength]] ≤ 19
+
|  [[Strength|STRENGTH]] ≤ 19
 
|
 
|
 
* +2 to [[Strength]]
 
* +2 to [[Strength]]
Line 160: Line 250:
 
|  [[Ghost]]
 
|  [[Ghost]]
 
|  6
 
|  6
|  [[Sneak]] ≥ 80%
+
|  [[Perception|PERCEPTION]] ≥ 6
| +100 bonus to [[Sneak]] when within 5 hexes from a wall
+
|  
 +
* +100 bonus to [[Sneak]] when within 5 hexes from a wall
 +
|-
 +
|  [[Gunner]]
 +
|  3
 +
|  [[Intelligence|INTELLIGENCE]] ≥ 6
 +
|
 +
* Convert 10% of damage to [[Lethal Damage]], doubled on critical hit
 +
* Convert all bonus damage per bullet into Lethal Damage
 
|-
 
|-
 
|  [[Healer]]
 
|  [[Healer]]
 
|  3
 
|  3
|  [[First Aid]] ≥ 75%
+
|  [[Endurance|ENDURANCE]] ≥ 6
| +50-100 to hit points healed using [[First Aid]]
+
|  
 +
* +50-100 to hit points healed using [[First Aid]]
 
|-
 
|-
 
|  [[Heave Ho!]]
 
|  [[Heave Ho!]]
 
|  6
 
|  6
|  [[Throwing]] ≥ 100%
+
|  [[Strength|STRENGTH]] ≥ 6
|  +6 to Throwing Range
+
|   
 +
* +6 to Throwing Range
 +
* +30% DR penetration for throwing
 +
|-
 +
|  [[Hit and Run]]
 +
|  6
 +
|  [[Agility|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]]
 
|  [[Hit the Gaps]]
 
|  12
 
|  12
|  [[Combat Skill]] ≥ 150%
+
|  [[Charisma|CHARISMA]] ≥ 8
|  -80% to your target's armor's critical modifiers
 
|-
 
|  [[Better HtH Criticals]]
 
|  15
 
| [[Close Combat]] ≥ 175%
 
 
|   
 
|   
* +33% Critical Power for using melee weapons
+
* -80% to your target's armor's critical modifiers
* +75% Critical Damage for using melee weapons
 
 
|-
 
|-
 
|  [[In Your Face!]]
 
|  [[In Your Face!]]
 
|  9
 
|  9
|  [[Close Combat]] ≥ 125%
+
|  [[Agility|AGILITY]] ≥ 6
| Attackers' [[chance to hit]] you drops by 50% if s/he is standing on a hex next to yours
+
|  
 +
* 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 Limps]]
+
|  [[Iron Limbs]]
 
|  3
 
|  3
|  [[Agility]] ≥ 6
+
|  [[Agility|AGILITY]] ≥ 6
 
|   
 
|   
 
* Immune for Criple limb
 
* Immune for Criple limb
Line 201: Line 305:
 
| [[Lethal Protection]]
 
| [[Lethal Protection]]
 
|  12
 
|  12
|  [[Perception|PE]] ≥ 6
+
|  [[Perception|PERCEPTION]] ≥ 6
 
|
 
|
* Reduce % flat damage as damage resistance
+
* Reduce % [[Lethal Damage]] as damage resistance
 
* 8% death effect res per PE
 
* 8% death effect res per PE
 
|-
 
|-
 
|  [[Lifegiver]]
 
|  [[Lifegiver]]
 
|  12
 
|  12
|  [[Endurance]] ≥ 5
+
|  [[Endurance|ENDURANCE]] ≥ 5
| +10 levels HP cap
+
|  
 +
* +6 Endurance for HP calculation
 
|-
 
|-
 
|  [[Livewire]]
 
|  [[Livewire]]
 
|  3
 
|  3
|  [[Agility]] ≥ 6
+
|  [[Agility|AGILITY]] ≥ 6
|  Doubled [[AC]]  
+
|   
 +
* Doubled [[AC]]
 +
* Lower attacker lethality by 5%
 
|-
 
|-
 
|  [[Living Anatomy]]
 
|  [[Living Anatomy]]
 
|  12
 
|  12
|  [[First Aid]] ≥ 100%
+
|  [[Intelligence|INTELLIGENCE]] ≥ 6
 
|   
 
|   
* +15 to [[Flat Damage]] when attacking living organisms
+
* +20 to [[Lethal Damage]] when attacking living organisms
 
* +200 to Critical fail roll while using [[First Aid]] Skill
 
* +200 to Critical fail roll while using [[First Aid]] Skill
 
|-
 
|-
 
|  [[Man of Steel]]
 
|  [[Man of Steel]]
 
|  15
 
|  15
|  [[Endurance]] ≥ 8
+
|  [[Endurance|ENDURANCE]] ≥ 8
 
|   
 
|   
 
* +25% [[Critical Chance Resistance]]
 
* +25% [[Critical Chance Resistance]]
Line 233: Line 340:
 
|  [[Medic]]
 
|  [[Medic]]
 
|  15
 
|  15
|  [[First Aid]] ≥ 150%
+
|  [[Intelligence|INTELLIGENCE]] ≥ 8
 
|   
 
|   
 
* Healing [[cooldowns]] reduced by 75%
 
* Healing [[cooldowns]] reduced by 75%
Line 240: Line 347:
 
|  [[More Critical]]
 
|  [[More Critical]]
 
|  3
 
|  3
|  [[Ranged Combat Skill]] ≥ 100%
+
|  [[Luck|LUCK]] ≥ 6
|  +6% to [[critical hit chance]]
+
|   
 +
* +6% to [[critical hit chance]]
 +
* +1% from aimed bonus critical chance (Need clarification as to what this means)
 
|-
 
|-
 
|  [[More Ranged Damage]]
 
|  [[More Ranged Damage]]
 
|  15
 
|  15
|  [[Ranged Combat Skill]] ≥ 200%
+
|  [[Perception|PERCEPTION ]] ≥ 8
| +4 to a weapon's damage range when using small or big guns
+
|  
 +
* +5 to a weapon's damage per bullet when using small or big guns
 +
|-
 +
|  [[Muscular Physique]]
 +
|  18
 +
|  [[Endurance|ENDURANCE]] ≥ 8
 +
|
 +
* Reduces enemy Damage Multiplier by 14%.
 +
* +5% [[Damage Protection]] during battle.
 +
* +6% Electro Damage Resistance.
 +
|-
 +
|  [[Party Member]]
 +
|  3
 +
|  [[Charisma|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|LUCK]] ≥ 8
 +
 +
* Gain 10% [[Lethality]] while sneaking
 +
* Gain 30% [[Critical Power]] for unaimed attacks while sneaking
 +
* Gain 60% [[Critical Damage]] for unaimed attacks while sneaking
 
|-
 
|-
 
|  [[Pyromaniac]]
 
|  [[Pyromaniac]]
 
|  9
 
|  9
|  [[BG]] ≥ 100%
+
|  [[Endurance|ENDURANCE]] ≥ 6
 
|   
 
|   
 
* +75% to damage when using Fire weaponry
 
* +75% to damage when using Fire weaponry
 +
|-
 +
|  [[Quick Pockets]]
 +
|  3
 +
|  [[Agility|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]]
 
|  [[Quick Recovery]]
 
|  3
 
|  3
|  [[Luck]] ≥ 6
+
|  [[Luck|LUCK]] ≥ 6
 
|
 
|
 
* Recovering from knock downs/knock outs costs significantly fewer [[APs]] than it normally would
 
* Recovering from knock downs/knock outs costs significantly fewer [[APs]] than it normally would
Line 263: Line 407:
 
|  [[Right between the Eyes]]
 
|  [[Right between the Eyes]]
 
|  15
 
|  15
|  [[Combat Skill]] ≥ 200%
+
|  [[Perception|PERCEPTION]] ≥ 8
|  -90% to your target's helmet's critical modifiers  
+
|   
 +
* -90% to your target's helmet's critical modifiers  
 
|-
 
|-
 
|  [[Sharpshooter]]
 
|  [[Sharpshooter]]
 
|  9
 
|  9
|  [[Ranged Combat Skill]] ≥ 150%
+
|  [[Perception|PERCEPTION]] ≥ 8
 
|   
 
|   
 
* +2 to [[Perception]] when determining how far you can see,  
 
* +2 to [[Perception]] when determining how far you can see,  
* +8% to your [[chance to hit]]
+
* Double your Accuracy
 
* 1-10% DR Penetration
 
* 1-10% DR Penetration
 
|-
 
|-
 
|  [[Silent Running]]
 
|  [[Silent Running]]
 
|  6
 
|  6
|  [[Sneak]] ≥ 100%
+
|  [[Agility|AGILITY]] ≥ 6
| Attacking a critter from behind always causes a [[critical hit]] when unarmed,<br> using melee weapons or firing one-handed guns. <br> No penalty for running while in sneak mode.
+
|  
 +
* Attacking a critter from behind always causes a [[critical hit]] when unarmed,<br> using melee weapons or firing one-handed guns. <br>  
 +
* No penalty for running while in sneak mode.
 
|-
 
|-
 
|  [[Spray and Pray]]
 
|  [[Spray and Pray]]
 
|  6
 
|  6
|  [[Combat Skill]] ≥ 125%
+
|  [[Luck|LUCK]] ≥ 6
| Remove [[Critical Chance]] aimed cap
+
|  
 +
* Remove [[Critical Chance]] aimed cap
 
|-
 
|-
 
|  [[Stonewall]]
 
|  [[Stonewall]]
 
|  9
 
|  9
|  [[Strength]] ≥ 5
+
|  [[Strength|STRENGTH]] ≥ 6
 
|   
 
|   
 
* 8% per ST chance of avoiding knock-downs
 
* 8% per ST chance of avoiding knock-downs
Immune to knockback
+
*Immune to knockback
 +
|-
 +
|  [[Surgeon]]
 +
|  3
 +
|  [[Intelligence|INTELLIGENCE]] ≥ 6
 +
|
 +
* +50 negative HP cap
 +
* Recover +2 [[AP]]s 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]]
 
|  [[Toughness]]
 
|  6
 
|  6
|  [[Endurance]] ≥ 4
+
|  [[Endurance|ENDURANCE]] ≥ 4
|  +4 to [[DT]], +12 to [[DR]]
+
|   
 +
* +4 to [[DT]], +12 to [[DR]]
 +
* Lower one-hex damage from bursts by 25%
 +
|-
 +
|  [[Undetected]]
 +
|  3
 +
|  [[Charisma|CHARISMA]] ≥ 6
 +
 +
* Gain 15 [[Stealth]]
 +
* Reduce opponent sneak detection by 33%
 +
|-
 +
| [[Vampire]]
 +
| 9
 +
| [[Endurance|ENDURANCE]] ≥ 8
 +
|
 +
* +25% [[lifesteal]] for melee attacks
 +
*If the target is poisoned, [[lifesteal]] doesn't work, so keep in mind that any weapon with Poisoned [[Weapon perks| perk]] (like [[Brass Knuckles]] will not work either!
 
|-
 
|-
 
|  [[Weapon Handling]]
 
|  [[Weapon Handling]]
 
|  3
 
|  3
|  [[Ranged Combat Skill]] ≥ 100%
+
|  [[Charisma|CHARISMA]] ≥ 6
 
|   
 
|   
 
* +2 to [[Strength]] when calculating [[chance to hit]]
 
* +2 to [[Strength]] when calculating [[chance to hit]]
* +25% more [[Flat Damage]]
+
* +25% more [[Lethal Damage]]
 +
|-
 +
|  [[Focused Strike]]
 +
|  9
 +
|  [[Perception|PERCEPTION]] ≥ 8
 +
 +
*Charge up 1% Damage Multiplier and 1% Critical Damage every second you don't attack — stack up to 100 times!
 +
|-
 +
|  [[Deadeye]]
 +
|  6
 +
|  [[Agility|AGILITY]] ≥ 6
 +
 +
*Cut Aim Penalty, Attack Delay, and AP Cost by 50%!
 
|-
 
|-
|  [[Cowboy]]
+
|  [[Bonus Damage Multi]]
 +
|  6
 +
|  [[Perception|PERCEPTION]] ≥ 6
 +
 +
*+20% Damage Multiplier and +10% to min/max damage!
 +
|-
 +
|  [[Gain Implants]]
 
|  3
 
|  3
|  [[Agility]] ≥ 10
+
|  [[Charisma|CHARISMA]] ≥ 6
|  * +50 [[AP Regen]] while using one handed weapons
+
|   
 +
*Increases special implant limit by 3 and grants +5 Charisma for combat implant limit calculations.
 
|-
 
|-
|  [[Firefighter]]
+
|  [[Synthetic]]
3
+
18
|  [[Intelligence]] ≥ 6
+
|  [[Charisma|CHARISMA]] ≥ 8
 
|   
 
|   
* 15 Fire and Explode [[DT]]
+
*Transforms you into a robotic entity, reducing your EMP DR to 0.
* -25% melee damage for opponent
+
*Allows installation of an EMP Shield
* Immune for [[Pyromaniac]] Bonuses
+
*Grants 10% energy DR penetration (Laser, Plasma, Electro), along with 10% energy DR penetration resistance.
* 8% confusion res per INT
 
 
|-
 
|-
| [[Vampire]]
+
| [[Cybernetic Eye]]
| 9
+
| 6
| [[Melee Damage]] ≥ 20
+
| [[Perception|PERCEPTION]] ≥ 6
| +25% [[lifesteal]] for melee attacks
+
|
*If the target is poisoned, it won't work
+
*Grants conventional DR penetration (Fire, Normal, Explosion).
 +
*Effect increases by 1% for every 2% of the opponent's armor condition missing [Aimed Attacks].
 
|-
 
|-
 
|}
 
|}
  
 
[[Category:Level Perks| ]]
 
[[Category:Level Perks| ]]

Latest revision as of 14:40, 24 August 2025

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
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
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 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 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 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
Cult of Personality 12 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 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
  • +30 to Sequence
  • Increases your AC mod by +25.
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 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
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
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 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
Pyromaniac 9 ENDURANCE ≥ 6
  • +75% to damage when using Fire weaponry
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
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
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%
Undetected 3 CHARISMA ≥ 6
  • Gain 15 Stealth
  • Reduce opponent sneak detection by 33%
Vampire 9 ENDURANCE ≥ 8
Weapon Handling 3 CHARISMA ≥ 6
Focused Strike 9 PERCEPTION ≥ 8
  • Charge up 1% Damage Multiplier and 1% Critical Damage every second you don't attack — stack up to 100 times!
Deadeye 6 AGILITY ≥ 6
  • Cut Aim Penalty, Attack Delay, and AP Cost by 50%!
Bonus Damage Multi 6 PERCEPTION ≥ 6
  • +20% 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].