Perks 17th session
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Another category of parameters:

Содержание


Perks — Bonuses in the SPECIAL system, which are given to the character after achieving certain levels, (some weapons have similar abilities). Normally it is possible to choose a perk each 3 levels, with the exception that a character has the trait "Skilled". Upon reaching the 28th Level it is only possible to choose softcapped perks. Almost all abilities need some kind of properties of the character, for example: level, SPECIAL stats or karma.
Some perks can be picked more than once.
All perks that are available at 3, 6, 9, 12 and 15th levels can be taken maximum at level 29.
All perks that are available at 30th level can be taken maximum at level 32.
All perks that are available at 33rd level can be taken maximum at level 99.

Perks list

Level 3 perks

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Athlete

Harder! Better! Faster! Stronger! +60% to Athleticism skill.

Ranks: 1
Requirements:
Athleticism: 50
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Cautious Nature

Your FoV increases by 3 hexes.
You recover 1 AP from each miss.
Encounter NPC spawn distance - +3 Perception to calculation.

Ranks: 1
Requirements:
Perception: 6
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More Critical

Each level of More Critical gives you an additional +8% chance to cause a critical hit.

Ranks: 2
Requirements:
Perception: 6
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Bonus Moves

Each 10 seconds you regenerate 1 AP.
+15% chance to recover 1 AP when using super stimpacks.

Ranks: 2
Requirements:
Agility: 5
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Earlier Sequence

+4 to Sequence.

Ranks: 2
Requirements:
Perception: 7
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Evader

+(Max AP/4)+(Current AP/2)% to Evasion.

Ranks: 1
Requirements:
Charisma: 2
Agility: 6
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Deceitful

+8 to total damage.

Ranks: 1
Requirements:
Charisma: 6
Good Natured: 0
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Comprehension

+1 to Intelligence.
For each readed book you gain 200 experience.

Ranks: 1
Requirements:
Intelligence: < 7
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Quick Pockets

Reload cost is 1 AP.
40% chance to restore 1 AP when reloading.
Note: The chance to restore AP summarizes with the Impulsive trait.

Ranks: 1
Requirements:
Agility: 5
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Educated

+50 to Skill points.

Ranks: 1
Requirements:
Intelligence: 7
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Awareness

You can see detailed information about any character.
Note: HP, items in hands and armor.

Ranks: 1
Requirements:
Perception: 5
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Excellence

+6% to Laser and Plasma damage resistance, +8% to Electro damage resistances.

Ranks: 1
Requirements:
Perception: 7
Intelligence: 8
Durability: 0
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Strong Back

+35% to Athleticism.
+100 to Carry Weight.
33% chance to avoid knockdown from shotguns.

Ranks: 3
Requirements:
Strength: 6
Endurance: 6
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Quick Recovery

+1 to AP.
Quick recovering from knockback or knockdown.
Note: Knockdown = (Current AP-6 AP). With "Quick Recovery" perk = (Current AP-3 AP).
Note: Knockout = (-Maximum AP). Quick Recovery reduces this effect by 1.5 times.

Ranks: 1
Requirements:
Agility: 5
Action Boy: 0
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Swift Learner

+15% to earning experience.

Ranks: 3
Requirements:
Intelligence: 5
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Lucky

Under the influence of alcohol, you don`t fall and -(Charisma+4)% to the final damage against you.

Ranks: 1
Requirements:
Charisma: 5
Max. level: 29



Level 6 perks

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Healer

+50 to First Aid healing.
+5 to super stimpak healing.

Ranks: 1
Requirements:
First Aid: 40
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Explorer

+(Strength*5) to HP.
Increase chance to find special encounter.

Ranks: 1
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Combat Medic

-4 seconds to First Aid cooldown.
Note: Recovery time for the FA skill = (7500 / Skill) seconds.
+((Intellect+Luck)*3) HP to treatment by the FA.
(Luck * 4)% chance to completely restore HP when using Combat Medic.

Ranks: 1
Requirements:
First Aid: 60
Doctor: 40
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Ghost

+40% to Sneak.
Each 10 seconds you regenerate 1 AP while Sneaking.

Ranks: 1
Requirements:
Sneak: 100
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Dodger

+5 to AC.
+10% to Evasion.

Ranks: 1
Requirements:
Agility: 6
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Shotgun Fan

+30% to Small Guns, +20% to Repair.
+10 to total damage for shotguns single shot, +4 damage to each bullet for shotguns burst.

Ranks: 1
Requirements:
Intelligence: 6
Good Natured: 0
Small Guns: 160
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Gain Strength

+1 to Strength.
+20 to HP.

Ranks: 1
Requirements:
Strength: < 10
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Gain Perception

+1 to Perception.
+20 to HP.

Ranks: 1
Requirements:
Perception: < 10
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Gain Endurance

+1 to Endurance.
+20 to HP.

Ranks: 1
Requirements:
Endurance: < 10
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Gain Charisma

+1 to Charisma.
+20 to HP.

Ranks: 1
Requirements:
Charisma: < 10
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Gain Intelligence

+1 to Intelligence.
+20 to HP.

Ranks: 1
Requirements:
Intelligence: < 10
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Gain Agility

+1 to Agility.
+20 to HP.

Ranks: 1
Requirements:
Agility: < 10
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Gain Luck

+1 to Luck.
+20 to HP.

Ranks: 1
Requirements:
Luck: < 10
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Bonus Ranged Damage

+(The number of bullets, that had hit the target + 10) to the damage of the burst.

Ranks: 1
Requirements:
Agility: 6
Luck: 4
Good Natured: 0
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Toughness

+8% to Fire and Explosion damage resistances.
+2 to Normal damage threshold.

Ranks: 1
Requirements:
Strength: 8
Endurance: 6
Durability: 0
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Stonewall

+5 to Explosion threshold.
Anticrit is 40%.

Note: Antincrit do not stack with trait Skilled and uberperk Terminator.
33% chance to avoid knockdown.

Ranks: 1
Requirements:
Strength: 6
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Light Steps

+5% to Fire threshold.
+15% to Explosion damage resistance.
-25% to Traps damage againts you.

Note: Activatable traps: mantraps, mines and etc.

Ranks: 1
Requirements:
Agility: 5
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Sharpshooter

+2 to Perception for accuracy calculations.
+6 to FoV.

Ranks: 1
Requirements:
Intelligence: 6
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Lucky

+ (Luck) to the crit`s roll.
Note: The crit`s roll is not more than 10.
Note: Crit`s roll and Crit roll are different things. A crit`s roll is a test on the SPECIAL for a critical hit.
(Luck)% avoid the damage from a single attack if there is a coin in the inventory.
Note: The coin will be destroyed when the bonus is triggered. If there is no coin in the inventory, then the bonus to avoid damage will not work.
(Luck)% chance to fully recover your HP and AP when using the Doctor.

Ranks: 1
Requirements:



Level 9 perks

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Faster Healing

+10 to Healing Rate.
+15 to super stimpak healing.

Ranks: 1
Requirements:
Endurance: 8
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Bonus Attacks

20% chance to recover 2 AP when attacking.

Ranks: 1
Requirements:
Intelligence: 7
Agility: 7
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Better Critical

+(Luck+10) to critical hit roll.

Ranks: 1
Requirements:
Perception: 6
Agility: 4
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Pyromaniac

+20 to total damage for fire-based weapons.
+8 to fire ticks.

Note: For efficiency fire ticks and hexes with fire Pyromaniac must have: Master of Fire(5), fire from improved flamethrower with napalm.

Ranks: 1
Requirements:
Intelligence: 3
Good Natured: 0
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Master Thief

+40% to Lockpick and Pickpocket.
Lockpicks don`t break when lockpicking.
Every 10 seconds you restore (Healing Rate) HP if you are in sneak.
You can open containers by crowbar if Pickpocket is 200% and more.

Ranks: 1
Requirements:
Pickpocket: 100
Lockpick: 60
Max. level: 29



Level 12 perks

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Living Anatomy

+20% to Doctor.
+10 to total damage.

Note: Damage bonus does not work on: aliens, robots and fire-based weapons.

Ranks: 1
Requirements:
Perception: 7
Good Natured: 0
Doctor: 80
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Silent Running

Uberperk
You can run in Sneak.

Ranks: 1
Requirements:
Skilled: 0
Terminator: 0
Sniper: 0
Expendable: 0
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Veteran

+35 to HP.
Ignore aim attacks penalty.

Note: Aim attacks penalty: eyes=skill-50, head=skill-40, arms=skill-20, groin=skill-30 and legs=skill-20.

Ranks: 1
Requirements:
Luck: 2
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Twister

You recover 40 HP and 1 AP each time you Evade.

Ranks: 1
Requirements:
Perception: 6
Agility: 7
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Zinger

+40 to HP.
+15 to Healing Rate.

Ranks: 1
Requirements:
Endurance: 8
Charisma: 3
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Immunity

-(Strength) to total damage against you.

Ranks: 1
Requirements:
Strength: 6
Intelligence: 8
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Hard Nut / Die Hard

- (Strength+(Perception*3)) to a critical roll against you.
If (Luck) is less than ((Perception+Agility)/2), then the critical damage against you decreases as from ((Perception+Agility)/2) Luck.
Note: Reduced critical damage from Luck = ((Damage*200-Damage*(Luck*5))/100).
Note: Critical damage from melee and HtH weapons does not decrease from Luck.

Ranks: 1
Requirements:
Perception: 6
Intelligence: 7
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Vampiro

+30 to HP.
You recover (2*Perception) HP each time you attack.
Removing Heat when First Aid healing.

Ranks: 1
Requirements:
Endurance: 7
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Mutate!

+30 to HP.
+60 to Skill points.

Ranks: 1
Requirements:
Strength: 3
Endurance: 5
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Field Medic

+20% to First Aid, +30% to Doctor.
+3 Luck to First Aid healing.
Note: Treatment by FA = A random number from (First aid kit bonus+(Skill/6)+(Luck*(Skill/12))) to (First aid kit bonus + Skill) to which summarizes fines from: traits, poisoning and radiation and bonuses from: perks and implants.

Ranks: 1
Requirements:
First Aid: 120
Doctor: 100
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Reflexes

-1 AP to not aim attacks cost for Small Guns, Big Guns, Energy and throwing Weapons.
Note: Reducing the cost of non-targeted attacks doesn`t work on hex attacks.
Note: Hex attacks: a double-charged grenade launcher, a frag grenade, a plasma grenade, an impulse grenade, a Molotov cocktail, a smoke grenade, a grenade with mustard gas, a light-sound grenade, a holy grenade, a mortar.

Ranks: 1
Requirements:
Perception: 5
Endurance: 8
Fast Shot: 0
Sniper: 0
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Lifegiver

+65 to HP.

Ranks: 1
Requirements:
Endurance: 4
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Sportsman

+40 to HP.
+8 to AC.

Ranks: 1
Requirements:
Strength: 8
Endurance: 8
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Durability

+25 to HP. + 3% to Resist from Norm, + 5% to Resist from Laser, Fire, Plasma, Explosion and Electricity.

Ranks: 1
Requirements:
Strength: 8
Intelligence: 8
Toughness: 0
Excellence: 0
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Fire Support

+ 20% to Throwing.
+1 to action hexes for smoke grenades and grenades with mustard gas.
Smoke and mustard gas spreads in 2 seconds.
If the accuracy is 75% or more, you suppress the target when using:
Weapons with the type of shotgun ammunition (except the pancor jackhammer) at a distance of 3 to 15 hexes,
Small guns with perk Long-range for a distance of 24 hexes and more,
Burst from small guns (except shotguns) and big guns at a distance of 3 hexes or more.
Note: Suppression from perk does not work for characters with Kamikaze trait and for characters in motorized armor.
Note: Motorized armor: power armor and all its modifications, RAS and RAS mkII.
8 to the accuracy of bursts
-10% to accuracy against you if you are in shelter.

Ranks: 1
1.Throwing: 100
2.Perception: 7
3.Agility: 7
4.: 0
5.: 0



Level 15 perks

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Combat Engineer

+20% to Repair.
Engineer weapons deal full damage.

Note: Without perk Engineering weapons deal decreased damage.
You can repair weapon in main hand (first slot) and armor when using Repair on another character.

Ranks: 1
Requirements:
Perception: 6
Intelligence: 8
Science: 140
Repair: 140
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Bonus rate of Fire

-1 AP to attacks cost for Small Guns, Big Guns, Energy Weapons and Throwing.

Ranks: 1
Requirements:
Perception: 6
Intelligence: 6
Agility: 7
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Fast Fists

-1 AP to attacks cost for Unarmed and Melee Weapons.

Ranks: 1
Requirements:
Agility: 6
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Slayer

Every melee/HtH attack will be critical (100% chance on critical damage).
Chance to avoid a critical hit - 10%.
Note: Critical damage for melee/HtH weapons = (Dmg*1.33), not (Dmg*2).
Note: Critical damage for melee/HtH weapons doesn`t decrease from Luck.


Ranks: 1
1.Agility: 7
2.Strength: 6
3.Unarmed: 80
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Foxery

+25 to HP.
+ 5% to evade.
+ 50% to Athletism.
If a combat jacket is worn.
You get out of the fight if you go into Sneak and you wear a combat jacket.

Ranks: 1
Requirements:
1.Agility: 10
2.Luck: 6
3.Doctor: 100
4.Trait: Thief
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Officer

+30 to HP.
Instead of Charisma, Endurance is used to calculate the maximum size of the group.
Marks a target - If an Officer is with someone in a group, than his attacks will mark the last targets for the group members with a contour consisting of a pink color.
Characters with the perk "Officer", as well as all Players that are part of the same faction with the Officer in range get 2 times less suppression points.
Characters with the perk "Officer", as well as all Players that are part of the same faction with the Officer in range get +5% chance to hit at the end of the calculation.
Note: Final chance to hit can't be greater than 95%.
Characters with the perk "Officer", as well as all Players that are part of the same faction with the Officer in range get -5% to damage against them.
Note: Bonuses from Officer perk don‘t stuck with other officers from this faction.
Note: Bonuses from the perk "Officer" do not stack and don’t spread across friendly factions.

Ranks 1
Requirements:
Perception: 7
Intelligence: 7
Outdoorsman: 100
Max. level: 29
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Regeneration

Healing Rate +30
Every 10 seconds you regenerate (Healing rate) HP and have a chance to heal limbs.
Note: Without perk regeneration of HP from the Healing rate will be every 20 seconds and only out of combat.
Note: The chance of curing a limb depends from the Doctor skill.

Ranks: 1
1.Charisma: 5
2.Intelligence: 6
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Sniper

Uberperk
Increases chance to do a critical hit - LUCK*3.
-1 AP for aimed attacks.
If not in combat, a combat skill over 100 and a single attack > 100% chance to hit (with the exception of the target's dodge)
+20 AC

Ranks: 1
1.Skilled: 0
2.Terminator: 0
3.Expendable: 0
4.Silent Running: 0
5.Reflexes: 0
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Terminator

Uberperk
When checking for a critical hit, resist-chance of (Strength+Endurance)*5.
If the character has 10 Strength and 10 Endurance he will never get critical damage.
When healing limbs with doctor, the healing will be always successful with the exception of the eyes.
Note: Anticrit doesn`t stack with Stonewall perk.

Ranks: 1
1.Skilled: 0
2.Sniper: 0
3.Expendable: 0
4.Silent Running: 0
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Lucky Move

When dodging (With a perk or when the chance to hit you is greater then 70%), you can reestablish all your AP (If you have lost some), with the formula: (Agility/2+Charisma+Perception)%. If the formula was unsuccessful you get 1 AP.

Ranks: 1
1.Agility: 6
2.Intelligence: 6
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Action Boy

+2 to AP.

Ranks: 1
Requirements
Agility: 6
Quick Recovery: 0
Expendable: 0
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Expendable

Uberperk
+(Agility/2) to AP.
+((Perception+Agility)*5)% to Athleticism.

Ranks: 1
Requirements
Skilled: 0
Silent Running: 0
Terminator: 0
Sniper: 0
Action Boy: 0



Level 30 perks

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Seasoned

+7% to Small Guns, Big Guns and Energy Weapons, +10% to Throwing, +15% to Unarmed and Melee Weapons.

Ranks: 1
Requirements
Intelligence: 5
Level: 15
Max. level: 32
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Thief

+10% to Sneak, +25% to Lockpick, Pickpocket and Traps.

Ranks: 1
Requirements
Level: 3
Max. level: 32
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Medic

+10 to First Aid and Doctor.

Ranks: 1
Requirements
First Aid: 40
Doctor: 40
Level: 12
Max. level: 32
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Mr. Fixit

+20% to Science, +10% to Repair.
Shows the number of weapons/armors breakdowns.

Ranks: 1
Requirements
Science: 40
Repair: 40
Level: 6
Max. level: 32
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Pathfinder

+25% to movespeed on Worldmap.

Ranks: 1
Requirements
1.Endurance: 6
2.Outdoorsman: 40
Level: 3
Max. level: 32
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Replicant

Replication becomes for free.
Note: Until the 28th Level Replication is free. From Level 29, Replication without the Perk "Replicanto" costs 2500 Bottlecaps from the Replication account.
Note: Characters from the faction Arroyo are replicating for free, but they can't leave the faction and attack members of this faction. When leaving the faction through the bank, the city Arroyo is dissapearing from the worldmap for this character, after logging out the character once again will be a member of Arroyo.

Ranks: 1
Requirements
Strength: 4
Level: 9
Max. level: 32
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Weapon Handling

+3 to Strength requirment for all weapon.

Ranks: 1
Requirements
Agility: 5
Level: 3
Max. level: 32



Perks after Softcap

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Specialist

+1 skillpoint.

Ranks: 10
1.: 0
2.: 0
3.: 0
4.: 0
Min. Level: 30
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Harmless

+40 to the Stealing.

Ranks: 1
1.Stealing: 50
2.Karma: 50
3.: 0
4.: 0
Min. Level: 33
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Speaker

+10 to Speech.

Ranks: 4
1.Intelligence: 4
2.: 0
3.: 0
4.: 0
Min. Level: 33
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Bonus HtH Damage.

+3 to HtH damage for every rank of this perk.

Ranks: 3
1.Agility: 6
2.Strength: 6
3.: 0
4.Good Natured: 0
Min. Level: 33
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Hardened

Healing rate +5.

Ranks: 1
1.: 0
2.: 0
3.: 0
4.Push-Up: 0
Min. Level: 33
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Pack rat

+22 kilos to a maximum Carryweight.

Ranks: 1
1.: 0
2.: 0
3.: 0
4.: 0
Min. Level: 33
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Push-Up

+5 HP.

Ranks: 1
1.: 0
2.: 0
3.: 0
4.Hardened: 0
Min. Level: 33
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Snakeater

+15 Poison Resistance.

Ranks: 2
1.Endurance: 3
2.: 0
3.: 0
4.: 0
Min. Level: 33
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Golden Hands

Adds to craft: tripods of turret, console, robot scout and robot control panel.
+30 to calculate the characteristics of the tripod turret and robot scout.
Note: Characteristics, traits and perks of the tripod turret and the robot scout depend on the formula (150+(Science/2)+30*Golden hands). The higher the number, the better the characteristics, traits and perks.

Ranks: 1
1.Intelligence: 8
2.Endurance: 8
3.Science: 160
4.Repair: 150
Min. Level: 33
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Survivalist

+25 to Outdoorsman skill.

Ranks: 3
1.Endurance: 6
2.Intelligence: 6
3.Outdoorsman: 40
4.: 0
Min. Level: 33
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Pickpocket

With this Perk you ignore volume and facing modifiers when stealing from a person if this person doesn`t look directly at your character.
Theft ignores the weight and volume of the object.
Note: Does not affect the amount of the stealing item and the number of attempted Theft.

Ranks: 1
1.Agility: 8
2.Pickpocket: 80
3.: 0
4.: 0
Min. Level: 33
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Negotiator

+20% to both Trade (Trade exp) and Speech skills.

Ranks: 1
1.Trade: 200
2.: 0
3.: 0
4.: 0
Min. Level: 33
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Salesman

+40 to Barter skill.

Ranks: 1
1.Trade: 240
2.: 0
3.: 0
4.: 0
Min. Level: 33
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Magnetic Personality

Player can lead two more idiots with him without Charisma check.

Ranks: 1
1.: 0
2.: 0
3.: 0
4.: 0
Min. Level: 33
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Ranger

+15 to Outdoorsman skill.

Ranks: 1
1.Perception: 6
2.: 0
3.: 0
4.: 0
Min. Level: 33
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Scout

Increases your tracking radar range by 1 square, as well as opening black squares on WM. Increases chances for special encounter.

Ranks: 1
1.Endurance: 8
2.: 0
3.: 0
4.: 0
Min. Level: 33
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Master Trader

-25% discount when purchasing items from caravans and other traders.

Ranks: 1
1.Trade: 200
2.: 0
3.: 0
4.: 0
Min. Level: 33
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Rad resistance

+15 to rad resistance.

Ranks: 2
1.Endurance: 6
2.: 0
3.: 0
4.: 0
Min. Level: 33
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Demolition Expert

+1 to hexes of action for: dynamite, mines, plastic explosives, signal traps and trip wires.
Note: Types of mines: plasma mine, mine, anti-personnel mine, impulse mine and flash-noise mine..
Note: Types of signal traps: signal trap and signal trap with a plastid
Note: Types of trip wires: trip wires (fire), trip wires (plasma), trip wires (frag.), trip wires (impulse), trip wires (smoke), trip wires (gas) and trip wires (blind.).
+25% to traps damage.
Note: Trap types: bear trap and crushing trap.

50% damage to the signal trap with plastids and trip wires.

Ranks: 1
1.Traps: 75
2.Agility: 4
3.: 0
4.: 0
Min. Level: 33



Master-perks

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Master [Type of damage]

Each rank of the master will improve your damage by this type of damage. In total, you can get 5 masters of the same type. Master perks are given automatically after the player has completed certain conditions. For masters of damage, these conditions - cause a certain total number of damage of one type to someone.
For example, to get the first percussion "Master Plasma" you need to cause at least 10000 damage from the plasma. Trait Good Natured just not allow you to gain Master Damage perks.
Way to obtain: Deal 10000, 20000, 40000, 80000 and 120000 damage with needed type of weapon.
Note: Damage wich dealt at the character with Weakness is not counted.

Ranks: 5
1. 10000
2. 20000
3. 40000
4. 80000
5. 120000


masterofdamage.gif

Master of Normal

You deal +1% more damage of Normal type. Doesn`t work if Good Natured trait is taken.

Ranks: 5
1.: 0
2.: 0
3.: 0
4.: 0
5.: 0
masteroffire.gif

Master of Fire

You receive +1 to Fire DoT damage with each level. Doesn`t work if Good Natured trait is taken.

Ranks: 5
1.: 0
2.: 0
3.: 0
4.: 0
5.: 0
masterofexplosion.gif

Master of Explosion

You deal +1% more damage of Explosion type. Doesn`t work if Good Natured trait is taken.

Ranks: 5
1.: 0
2.: 0
3.: 0
4.: 0
5.: 0
masteroflaser.gif

Master of Laser

You deal +1% more damage of Laser type. Doesn`t work if Good Natured trait is taken.

Ranks: 5
1.: 0
2.: 0
3.: 0
4.: 0
5.: 0
masterofplasma.gif

Master of Plasma

You receive +5 to Plasma DoT damage with each level. Doesn`t work if Good Natured trait is taken.

Ranks: 5
1.: 0
2.: 0
3.: 0
4.: 0
5.: 0
masterofelectricity.gif

Master of Electro

You receive 4% chance to decrease enemy`s AP by 1 with every rank of this perk. Doesn`t work if Good Natured trait is taken.

Ranks: 5
1.: 0
2.: 0
3.: 0
4.: 0
5.: 0
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Master [Skill]

Master of skill gives you permanent increasing of skill. A player can not refuse to receive a perk.
Known are the following Skill Masters: Wasteland Dweller, Repair, Medkit, Crafter. Accordingly, in order to get one of these Masters, the player must accumulate a certain amount of experience for the FA, repair, outdoorsman etc.1

Way to obtain: Get 1000, 5000, 10,000, 50,000 and 100,000 experience with needed skill.

Ranks: 5
1. 1000
2. 5000
3. 10000
4. 50000
5. 100000
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Wasteland Dweller

+5% to Outdoorsman skill.
+5% To the speed of movement on the World Map.
Opens Tracking on the Wlobal Map with 2 ranks of this perk and Outdoors 99% or more.
Way to obtain: Gain 1000, 5000, 10000, 50000 and 100000 Experience for the successful finding of random locations on the World Map and for the use of boxes, old transport, etc. (search for items in garbage like homeless) in random locations.
Note: The more Outdoorsman you have, the less experience will be given for the successful finding of random locations.

Ranks: 5
1.: 0
2.: 0
3.: 0
4.: 0
5.: 0
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Master of Medikit

+2% to Doctor and FA skills.

Ranks: 5
1.: 0
2.: 0
3.: 0
4.: 0
5.: 0
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Master of Repair

+5% to Repair skill.

Ranks: 5
1.: 0
2.: 0
3.: 0
4.: 0
5.: 0
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Master Crafter

+3% to Science, +1% to Repair skills.

Ranks: 5
1.: 0
2.: 0
3.: 0
4.: 0
5.: 0



Quest perks

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Skinner

Allows skinning geckos, golden geckos, and brahmins for sale. Or craft, whatever you want.
Way to obtain: from Smiley in Klamath or tribal in the Broc and Xander`s Church.

Ranks: 1
1.: 0
2.: 0
3.: 0
4.: 0
5.: 0
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Contractor

+20 HP.
But only after completing the everyday quest. Not so hard, isn`t it?.

Ranks: 1
1.: 0
2.: 0
3.: 0
4.: 0
5.: 0
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Protector

+4% to all resistances.
Way to obtain: you need to be a member of a faction, controlling the city. So this city needs to be controllable. And bad thing, that when you leave this city - perk will gone.

Ranks: 1
1.: 0
2.: 0
3.: 0
4.: 0
5.: 0
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Secrets of mastery: Barter

+5 to Trade skill.
Way to obtain: reward for a chain of quests in Den.

Ranks: 1
1.: 0
2.: 0
3.: 0
4.: 0
5.: 0
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Secrets of mastery: Repair

+5 to Repair skill. Displays the number of breakages from a weapon/armor.
Way to obtain: reward for a chain of quests in Modoc.

Ranks: 1
1.: 0
2.: 0
3.: 0
4.: 0
5.: 0
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Driver

There is no more check of Charisma for a maximum size of a group, while you driving. A player with this perk can carry so many people as allowed to put in this type of transport.
Way to obtain: New Reno, parking area, cash (5000 coins).

Ranks: 1
1.: 0
2.: 0
3.: 0
4.: 0
5.: 0
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Overseer

+30 HP.
Way to obtain: New-Reno, capture the business.

Ranks: 1
1.: 0
2.: 0
3.: 0
4.: 0
5.: 0
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Combat implant

Functional perk, reflecting the installed implants.

Ranks: 1
1.: 0
2.: 0
3.: 0
4.: 0
5.: 0
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Medical implant

Functional perk, reflecting the installed implants.

Ranks: 1
1.: 0
2.: 0
3.: 0
4.: 0
5.: 0
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Support implant

Functional perk, reflecting the installed implants.

Ranks: 1
1.: 0
2.: 0
3.: 0
4.: 0
5.: 0



Professions

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Armorer

A crafting profession that allows you to create different types of armor, even if you don`t have enough skills for this.

Ranks: 4
1.: 0
2.: 0
3.: 0
4.: 0
5.: 0
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Pharmacist

A crafting profession that allows you to create different types of medicines and drugs, even if you don`t have enough skills for this.

Ranks: 4
1.: 0
2.: 0
3.: 0
4.: 0
5.: 0
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Trapsman

A crafting profession that allows you to create different types of traps and throwing weaponry, even if you don`t have enough skills for this.

Ranks: 4
1.: 0
2.: 0
3.: 0
4.: 0
5.: 0
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Gunsmith

A crafting profession that allows you to small guns armament, even if you don`t have enough skills for this.

Ranks: 4
1.: 0
2.: 0
3.: 0
4.: 0
5.: 0
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Mechanic

A crafting profession that allows you to create big guns armament, even if you don`t have enough skills for this.

[[size 75%]]Ranks: 4
1.: 0
2.: 0
3.: 0
4.: 0
5.: 0
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Energiser

[[size 80%]] A crafting profession that allows you to create different energy weapons, even if you don`t have enough skills for this.

[[size 75%]]Ranks: 4
1.: 0
2.: 0
3.: 0
4.: 0
5.: 0
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