Difference between revisions of "Level perks"

From FOnline 3 wiki
Jump to navigation Jump to search
Line 306: Line 306:
 
|  [[Firefighter]]
 
|  [[Firefighter]]
 
|  3
 
|  3
|  [[Strength]] ≥ 7
+
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
  • HP loss effects DT's and DR's incremental increase at certain thresholds
  • gives 8% Slow Resistance per CH
Better Criticals 12 Ranged Combat Skill ≥ 175%
  • Increase Critical Power by 25%
  • Increase Critical Damage by 50% for aimed attacks
Bonus Battle Stats 6
  • +10% damage,
  • +2 weapon range(not melee),
  • +25 accuracy
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
  • Penetrates 20% of the targets total DR
  • penetrates 30% of the targets total DT
Dodger 3 Agility ≥ 8
  • +150 to AC
  • +25 to AC Cap
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
  • Free reload AP Cost
  • -1 AP Cost for using super stimpak or bloodpack
Gain Agility 3 Agility ≤ 19
  • +2 to Agility
  • +5 to special class calculations
Gain Charisma 3 Charisma ≤ 19
  • +2 to Charisma
  • +5 to special class calculations
Gain Endurance 3 Endurance ≤ 19
  • +2 to Endurance
  • +5 to special class calculations
Gain Intelligence 3 Intelligence ≤ 19
Gain Luck 3 Luck ≤ 19
  • +2 to Luck
  • +5 to special class calculations
Gain Perception 3 Perception ≤ 19
Gain Strength 3 Strength ≤ 19
  • +2 to Strength
  • +5 to special class calculations
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%
  • +33% Critical Power for using melee weapons
  • +75% Critical Damage for using melee weapons
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
  • Immune for Criple limp
  • immune for weapon drop
  • 8% criple res per AG
  • Also known as Iron Grip
Lethal Protection 12 PE ≥ 6
  • Reduce % flat damage as damage resistance
  • 8% death effect res per PE
Lifegiver 12 Endurance ≥ 5 +10 levels HP cap
Livewire 3 Agility ≥ 6 Doubled AC
Living Anatomy 12 First Aid ≥ 100%
  • +15 to flat damage when attacking living organisms
  • +200 to Critical fail roll while using First Aid Skill
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%
  • +75% to damage when using flame Fire weaponry
Quick Recovery 3 Agility ≥ 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 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
  • 8% per ST chance of avoiding knock-downs
  • 7% per EN chance of avoiding knock-outs
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
  • 15 Fire and Explode DT
  • -25% melee damage for opponent
  • Immune for Pyromaniac Bonuses
  • 8% confusion res per INT
Vampire 9 Melee Damage ≥ 20 +25% lifesteal for melee attacks
  • If the target is poisoned, it won't work