Perks
Perks comprise three categories: level perks, support perks and weapon perks.
Level perks can be gained every 3 or 4 levels, depending on what traits your character has, using the perk selection window that appears on the character screen whenever it is possible for you to acquire a new ability.
Any support perk can be gained at any time through talking to an NPC that gives it, provided that your character meets its requirements. There is no limit as to how many support perks a character can have.
Weapon perks denote special qualities that some of the weapons have, and cannot be influenced in any way by players, save for upgrading the weapon.
Regardless of its type, gaining a perk permanently unlocks its bonus, e.g. gaining Lifegiver increases the number of hit points your character has forever. There is no possibility of reverting the choice of a perk once the decision has been made. It is entirely up to the player to decide whether or not s/he wishes to gain a perk when given the possibility; no system exists to randomly select a perk should no decision be made by the player.
It is important to note that omitting to choose a perk at a given level results in its loss if then another level is reached such that it would normally allow your character to choose a perk additional to that which you decided not to acquire when given the option.
Some perks have more than one rank, i.e. it is possible to gain them more than once. Typically, the higher the rank of a perk, the greater the bonus it gives is. Requirements may vary for different ranks of a perk, usually the higher the rank, the higher the skill/level requirements that must be met prior to acquiring it are.
Note: When determining what perks can be gained by a player, the game checks his/her nominal statistics. It is therefore impossible for a character whose base Strength is 5 to take a perk requiring at least 6 points of Strength, for example, even if s/he temporarily gains a point of Strength by using a strength-enhancing drug prior to opening the perk selection window or initiating a dialogue with an NPC.
Table of Perks
Support perks are marked with an asterisk; weapon perks are excluded.
Name | Rank/number of ranks | Required level | Other requirements | Bonus |
---|---|---|---|---|
Action Boy | 1/1 | 12 | Agility ≥ 6 | +2 to Action Points |
Adrenaline Rush | 1/1 | 3 | Strength ≥ 6 | HP loss effects DT's and DR's incremental increase at certain thresholds |
Awareness* | 1/1 | n/a | Already on your character! | Hovering the cursor over a critter displays detailed information about it |
Better Criticals | 1/1 | 12 | SG, BG, EW, or Throwing ≥ 175% | Much more devastating critical hits |
Blessed Are the Weak | 1/1 | 9 | First Aid ≥ 125% | Ability to heal weakened individuals |
Bonus HtH Attacks | 1/1 | 18 | Unarmed or Melee Weapons ≥ 180% | -1 AP to HtH attack cost It's also component of speedboost |
Bonus HtH Damage | 1/1 | 3 | Unarmed or Melee Weapons ≥ 75% | +7 to melee damage +15 to AC It's also component of speedboost |
More HtH Criticals | 1/1 | 6 | Unarmed or Melee Weapons ≥ 100% | +15% to critical hit chance for HtH/melee attacks |
Bonus Move | 1/1 | 3 | Agility ≥ 6 | +2 APs that can only be expended for movement in TB combat |
Bonus Ranged Damage | 1/2 | 9 | SG or BG ≥ 150% | +2 to a weapon's damage range when using small or big guns |
Bonus Ranged Damage | 2/2 | 12 | SG or BG ≥ 175% | +2 to the weapon's damage range when using small or big guns |
Bonus Rate of Fire | 1/1 | 18 | SG, BG, EW or Throwing ≥ 180% | -1 AP to ranged attack cost, except if throwing melee-class items |
Cautious Nature* | 1/1 | n/a | Perception ≥ 6, Outdoorsman ≥ 100% | +3 to Perception when determining placement in random encounters |
Dead Man Walking* | 1/1 | n/a | Intelligence ≥ 5, Doctor ≥ 50% | Doubled negative HP capacity |
Demolition Expert* | 1/1 | n/a | Traps ≥ 125% | No unwanted explosions and extra damage for the wanted ones |
Dismantler* | 1/1 | n/a | Science ≥ 150% | Doubled amount of resources received from dismantling items |
Dodger | 1/1 | 3 | Agility ≥ 8 | +20 to AC |
Dodger+ | 1/1 | 9 | Agility ≥ 8 | +40 to AC |
Earlier Sequence | 1/1 | 3 | Perception ≥ 5 | +2 to Sequence |
Educated* | 1/1 | n/a | Intelligence ≥ 8, Science ≥ 100% | +2 to SP per level |
Even More Criticals | 1/1 | 6 | SG, BG, EW or Throwing ≥ 125% | +10% to critical hit chance |
Explorer* | 1/1 | n/a | Outdoorsman ≥ 150 | Faster world map travelling |
Faster Healing* | 1/1 | n/a | Intelligence ≥ 6, Doctor ≥ 75% | +5 to healing rate |
Quick Pockets | 1/1 | 3 | Agility ≥ 5 | (Un)equipping/picking up items is done at half its normal AP cost. Reloading cost reduced to 1 AP |
Gain Agility | 1/1 | 12 | Agility ≤ 9 | +1 to Agility |
Gain Charisma | 1/1 | 12 | Charisma ≤ 9 | +1 to Charisma |
Gain Endurance | 1/1 | 12 | Endurance ≤ 9 | +1 to Endurance |
Gain Intelligence | 1/1 | 12 | Intelligence ≤ 9 | +1 to Intelligence |
Gain Luck | 1/1 | 12 | Luck ≤ 9 | +1 to Luck |
Gain Perception | 1/1 | 12 | Perception ≤ 9 | +1 to Perception |
Gain Strength | 1/1 | 12 | Strength ≤ 9 | +1 to Strength |
Gecko Skinning* | 1/1 | n/a | Outdoorsman ≥ 100% | Ability to skin geckos |
Ghost | 1/1 | 6 | Sneak ≥ 80% | +30 bonus to Sneak when within 5 hexes from a wall |
Harmless* | 1/1 | n/a | Charisma ≥ 6, Steal ≥ 125% | Halved reputation loss when stealing |
Healer | 1/1 | 3 | First Aid ≥ 75% | +15-30 to hit points healed using First Aid |
Healer+ | 1/1 | 6 | First Aid ≥ 100% | +20-40 to hit points healed using First Aid |
Heave Ho! | 1/1 | 6 | Throwing ≥ 100% | +1 to Strength when calculating how far you can throw |
Heave Ho!! | 1/1 | 9 | Throwing ≥ 125% | +1 to Strength when calculating how far you can throw |
Hit the Gaps | 1/1 | 12 | SG, BG, EW, Unarmed or Melee Weapons ≥ 150% | -50% to your target's armor's critical modifiers |
Better HtH Criticals | 1/1 | 15 | Unarmed or Melee Weapons ≥ 175% | Power of criticals increased by 25% when unarmed or using melee weapons |
HtH Evade | 1/1 | 6 | Unarmed or Melee Weapons ≥ 75% | +20 to AC when both item slots are empty |
HtH Evade+ | 1/1 | 9 | Unarmed or Melee Weapons ≥ 150% | +40 to AC when both item slots are empty |
In Your Face! | 1/1 | 9 | Unarmed or Melee Weapons ≥ 125% | Attackers' chance to hit you drops significantly if s/he is standing on a hex next to yours |
Iron Grip | 1/1 | 3 | Strength ≥ 6 | Reduced chance of dropping a weapon or having an arm crippled when hit |
Lifegiver | 1/3 | 12 | Endurance ≥ 5 | +40 to hit points |
Lifegiver | 2/3 | 15 | Endurance ≥ 6 | +40 to hit points |
Lifegiver | 3/3 | 18 | Endurance ≥ 7 | +30 to hit points |
Light Step* | 1/1 | n/a | Traps ≥ 50% | Chance to set off a trap reduced by 50% |
Livewire | 1/1 | 3 | Agility ≥ 6 | Doubled AC derived from Agility |
Living Anatomy | 1/1 | 12 | First Aid ≥ 100% | +5 to damage when attacking living organisms, better luck when using First Aid |
Magnetic Personality* | 1/1 | n/a | Speech ≥ 100% | +50 to party points, +1 to maximum party size |
Man of Steel | 1/1 | 15 | Endurance ≥ 8 | Increased resistance to critical hits |
Master Thief* | 1/1 | n/a | Steal ≥ 150% | Stealing cooldown reduced by 50% |
Medic | 1/1 | 15 | First Aid ≥ 150% | Healing cooldowns reduced by 50% |
More Critical | 1/1 | 3 | SG, BG, EW or Throwing ≥ 100% | +6% to critical hit chance |
More Ranged Damage | 1/1 | 15 | SG, BG, EW or Throwing ≥ 200% | +3 to a weapon's damage range when using small or big guns |
Mr. Fixit* | 1/1 | n/a | Repair ≥ 150% | Repairing items is easier |
Negotiator* | 1/1 | n/a | Barter ≥ 125% | Reputation lower than neutral is upgraded to neutral when talking to NPCs |
Pack Rat* | 1/1 | 6 | None | You can carry more |
Pathfinder* | 1/1 | n/a | Outdoorsman ≥ 175% | 15% faster world map travelling |
Pickpocket* | 1/1 | n/a | Steal ≥ 125% | Easier stealing |
Pyromaniac | 1/2 | 9 | BG ≥ 100% | +20 to damage when using fire-based weaponry |
Pyromaniac | 2/2 | 15 | BG ≥ 150% | +20 to damage when using fire-based weaponry |
Quick Recovery | 1/1 | 3 | Agility ≥ 6 | Recovering from knock downs/knock outs costs significantly fewer APs than it normally would |
Rad Resistance* | 1/1 | n/a | Intelligence ≥ 7, Doctor ≥ 100% | +30% to radiation resistance, +20% to poison resistance |
Ranger* | 1/1 | n/a | Outdoorsman ≥ 100% | Ability to craft several new items, a safe house instead of a tent |
Right between the Eyes | 1/1 | 15 | SG, BG, EW, or unarmed ≥ 200% | -50% to your target's helmet's critical modifiers |
Scout* | 1/1 | n/a | Outdoorsman ≥ 150% | Faster revealing of the covered areas of the world map |
Sex Appeal* | 1/1 | n/a | Speech ≥ 75% | +250 to reputation when interacting with the opposite sex |
Sharpshooter | 1/1 | 9 | SG, BG, EW, or Throwing ≥ 150% | +2 to Perception when determining how far you can see, +8% to your chance to hit |
Silent Death | 1/1 | 15 | Sneak ≥ 175% | Attacking a critter from behind always causes a critical hit when unarmed, using melee weapons or firing one-handed guns. It's also component of speedboost. |
Silent Running | 1/1 | 15 | Sneak ≥ 125% | No penalty for running while in sneak mode |
Snakeater* | 1/1 | n/a | Endurance ≥ 6 | +30 to poison resistance and +20 to radiation resistance |
Speaker* | 1/1 | n/a | Speech ≥ 125% | Your followers' loyalty decreases at half the normal rate |
Spray and Pray | 1/1 | 6 | SG, BG, EW or Throwing ≥ 125% | Reduces target's critical chance protection. |
Stealth Girl* | 1/1 | n/a | Sneak ≥ 100%, Repair ≥ 100% | Doubled stealth boy's battery life |
Stonewall | 1/1 | 9 | Strength ≥ 5 | Better chance of avoiding knock-downs and knock-outs |
Strong Back* | 1/1 | 6 | Endurance ≥ 6 | +22 carry weight capacity |
Swift Learner* | 1/1 | n/a | Intelligence ≥ 6, Science ≥ 50% | +10% to all your experience point gains |
Thief* | 1/1 | n/a | Steal ≥ 100% | Luck/50 chance of no cooldown if a stealing attempt has failed |
Toughness | 1/2 | 6 | Endurance ≥ 4 | +2 to DT, +8 to DR |
Toughness | 2/2 | 9 | Endurance ≥ 6 | +3 to DT, +8 to DR |
Treasure Hunter* | 1/1 | n/a | Lockpick ≥ 150% | Additional items spawn in lockers in random encounters |
Tree Trunk Thighs | 1/1 | 6 | Endurance ≥ 6 | Leg shots are much less likely to knock you down |
Weapon Handling | 1/1 | 3 | SG or BG ≥ 100% | +2 to Strength when calculating chance to hit |
Table of Weapon Perks
Name | Bonus |
---|---|
Accurate | Chance to hit increased by 20% |
Fast Reload | -1 to reloading cost |
Flameboy | More violent death animations |
Knockback | When hit, your opponents are likely to be knocked back |
Long Range | Doubled bonus from Perception when calculating chance to hit |
Penetrate | Target's DT reduced to 33% of its normal value |
Scoped | +32% to hit chance at the range of 8 or more hexes. At the range of 7 or fewer hexes the hit chance drops to 5% |