Difference between revisions of "Level perks"
Jump to navigation
Jump to search
AngelicLight (talk | contribs) |
AngelicLight (talk | contribs) |
||
Line 306: | Line 306: | ||
| [[Firefighter]] | | [[Firefighter]] | ||
| 3 | | 3 | ||
− | | [[Strength]] | + | | At least 7 [[Strength]] |
| | | | ||
* 15 Fire and Explode [[DT]] | * 15 Fire and Explode [[DT]] |
Revision as of 08:03, 8 May 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
A full list of level perks:
Name | Req. level |
Other requirements | Bonus |
---|---|---|---|
Action Boy | 12 | Agility ≥ 6 | +2 to Action Points |
Adrenaline Rush | 3 | Strength ≥ 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 | +10% to critical hit chance |
Faster Healing* | n/a | 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% | -50% 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 Limps | 3 | Strength ≥ 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% | +6% to critical hit chance |
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 | Agility ≥ 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 Death | 15 | Sneak ≥ 175% | 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 |
|
Toughness | 6 | Endurance ≥ 4 | +4 to DT, +12 to DR |
Weapon Handling | 3 | Ranged Combat Skill ≥ 100% |
|
Cowboy | 3 | Agility ≥ 10 | * +50 AP Regen while using one handed weapons |
Firefighter | 3 | At least 7 Strength |
|
Vampire | 9 | Melee Damage ≥ 20 | +25% lifesteal for melee attacks
|