Perks Synergies

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Table of Perk Synergies

Name Perks Bonus
Bonus HtH Speed Bonus HtH Damage + Bonus HtH Attacks + Vampire +25% Run Speed
Speedboy Action Boy + Bonus Move + Gain Agility +10% Bonus AP
Tank Adrenaline Rush + Toughness + Lethal Protection Change the 8% in defensive rolls to 10%
Burster Bonus Ranged Damage + More Ranged Damage + Death Sense 75% chance to deal +100% damage when attacking from one hex distance while using ranged weapon
Rapid Fire Bonus Rate of Fire + Gain Charisma + Gain Intelligence -1 AP cost while attacking
Armor King Dodger + Lifegiver + Livewire Doubles Armor Class cap, +5% bonus damage reduction
Quick Fingers Earlier Sequence + Weapon Handling + Cowboy 50% Shorter Attack Speed for single shots
Slayer More Critical + Even More Criticals + Gain Luck +10 Bonus flat Critical Power; Ignore 80% of target's armor critical roll multiplier protection
Vitality Gain Endurance + Faster Healing + Quick Pockets +40% Bonus Healing Rate
Ninja Gain Perception + Ghost + Silent Death +100 bonus Stealth
Bonus HtH Rapid Gain Strength + In Your Face! + Better HtH Criticals +5 bonus ST in Heavy Handed calculation and +100 AP Regen
Medicine Doctor Healer + Medic + Living Anatomy Healing a Target also Heals you for 50%
Ranger Heave Ho! + Sharpshooter + Quick Recovery +5 more hexes range when using throwing or ranged weapons
Iron Man Iron Grip + Man of Steel + Stonewall +30% Critical Chance Resistance and Critical Roll Resistance
Pyro! Pyromaniac + Fire Fighter + Bonus Battle Stats Converted multiple bullet burst attacks changed to single flame and receive 400% damage bonus, Fire attacks gain effect of plasma damage type (penetrating critical resistances) Fire attacks deal additional flat damage equal to half of Pyromaniac (and Phoenix Implant) fire damage bonus
Marksman Better Criticals + Spray and Pray + (Right Between the Eyes or Hit the Gaps) Aimed Critical chance bonus changed to 7% from 4% for each luck