Line 58: Line 58:
| bgcolor="#FFFCD6" width="100px" | [[SPECIAL#Strength|ST]] 6, EN 6
| bgcolor="#FFFCD6" width="100px" | [[SPECIAL#Strength|ST]] 6, EN 6
| bgcolor="#FFFCD6" width="70px" | 3
| bgcolor="#FFFCD6" width="70px" | 3
| bgcolor="#FFFCD6" width="400px" | +22 Carry Weight .
| bgcolor="#FFFCD6" width="400px" | +22 [[Carry Weight]] .
|-
|-
| bgcolor="#FFFEF6" width="130px" | [[Survivalist]]
| bgcolor="#FFFEF6" width="130px" | [[Survivalist]]
Line 64: Line 64:
| bgcolor="#FFFEF6" width="100px" | EN 6, IN 6 Outdoorsman 40%
| bgcolor="#FFFEF6" width="100px" | EN 6, IN 6 Outdoorsman 40%
| bgcolor="#FFFEF6" width="70px" | 1
| bgcolor="#FFFEF6" width="70px" | 1
| bgcolor="#FFFEF6" width="400px" | The skill Outdoorsman gets a bonus equivalent to spending 80 Skill Points into the skill.
| bgcolor="#FFFEF6" width="400px" | The skill [[Outdoorsman]] gets a bonus equivalent to spending 80 [[Skill Points]] into the skill.
|-
|-
| bgcolor="#FFFCD6" width="130px" | [[Healer]]
| bgcolor="#FFFCD6" width="130px" | [[Healer]]
Line 70: Line 70:
| bgcolor="#FFFCD6" width="100px" | PE 7, [[SPECIAL#Agility|AG]] 6, IN 5 First Aid 40%
| bgcolor="#FFFCD6" width="100px" | PE 7, [[SPECIAL#Agility|AG]] 6, IN 5 First Aid 40%
| bgcolor="#FFFCD6" width="70px" | 2
| bgcolor="#FFFCD6" width="70px" | 2
| bgcolor="#FFFCD6" width="400px" | +30-40 HP healed when using the First Aid skill.
| bgcolor="#FFFCD6" width="400px" | +30-40 [[HP]] healed when using the [[First Aid]] skill.
|-
|-
| bgcolor="#FFFEF6" width="130px" | [[Scout]]
| bgcolor="#FFFEF6" width="130px" | [[Scout]]
Line 76: Line 76:
| bgcolor="#FFFEF6" width="100px" | PE 7
| bgcolor="#FFFEF6" width="100px" | PE 7
| bgcolor="#FFFEF6" width="70px" | 1
| bgcolor="#FFFEF6" width="70px" | 1
| bgcolor="#FFFEF6" width="400px" | Allows you to find Special Encounters more often. Disabled
| bgcolor="#FFFEF6" width="400px" | Allows you to find [[Special Encounters]] more often. Disabled
|-
|-
| bgcolor="#FFFCD6" width="130px" | [[Quick Pockets]]
| bgcolor="#FFFCD6" width="130px" | [[Quick Pockets]]
Line 82: Line 82:
| bgcolor="#FFFCD6" width="100px" | [[SPECIAL#Agility|AG]] 5
| bgcolor="#FFFCD6" width="100px" | [[SPECIAL#Agility|AG]] 5
| bgcolor="#FFFCD6" width="70px" | 1
| bgcolor="#FFFCD6" width="70px" | 1
| bgcolor="#FFFCD6" width="400px" | AP cost of reloading and inventory actions are decresed by 1/3, rounded down.
| bgcolor="#FFFCD6" width="400px" | [[AP]] cost of reloading and inventory actions are decresed by 1/3, rounded down.
|-
|-
| bgcolor="#FFFEF6" width="130px" | [[Swift Learner]]
| bgcolor="#FFFEF6" width="130px" | [[Swift Learner]]
Line 100: Line 100:
| bgcolor="#FFFEF6" width="100px" | None
| bgcolor="#FFFEF6" width="100px" | None
| bgcolor="#FFFEF6" width="70px" | 1
| bgcolor="#FFFEF6" width="70px" | 1
| bgcolor="#FFFEF6" width="400px" | Works only in combat mode. If HP < 2/3, +2 [[SPECIAL#Strength|ST]] If HP < 1/2, +8 Healing Rate If HP < 1/3, +1 AP and +5 AC .
| bgcolor="#FFFEF6" width="400px" | Works only in combat mode. If [[HP]] < 2/3, +2 [[SPECIAL#Strength|ST]] If [[HP]] < 1/2, +8 [[Healing Rate]] If HP < 1/3, +1 [[AP]] and +5 [[AC]] .
|-
|-
| bgcolor="#FFFCD6" width="130px" | [[Cautious Nature]]
| bgcolor="#FFFCD6" width="130px" | [[Cautious Nature]]
Line 124: Line 124:
| bgcolor="#FFFEF6" width="100px" | [[SPECIAL#Agility|AG]] 5
| bgcolor="#FFFEF6" width="100px" | [[SPECIAL#Agility|AG]] 5
| bgcolor="#FFFEF6" width="70px" | 1
| bgcolor="#FFFEF6" width="70px" | 1
| bgcolor="#FFFEF6" width="400px" | -25% to Knockout penalty -50% to Lose Turn penalty. -75% to Knockdown or Knockback penalty.
| bgcolor="#FFFEF6" width="400px" | -25% to [[Knockout]] penalty -50% to [[Lose Turn]] penalty. -75% to [[Knockdown]] or [[Knockback]] penalty.
|}
|}
<br />
<br />
Line 139: Line 139:
| bgcolor="#F5DEB3" width="520px" | Effect
| bgcolor="#F5DEB3" width="520px" | Effect
|-
|-
| bgcolor="#FFFCD6" width="130px" | Bonus Ranged Damage
| bgcolor="#FFFCD6" width="130px" | [[Bonus Ranged Damage]]
| bgcolor="#FFFCD6" width="70px" | 6
| bgcolor="#FFFCD6" width="70px" | 6
| bgcolor="#FFFCD6" width="100px" | [[SPECIAL#Agility|AG]] 6, LK 6
| bgcolor="#FFFCD6" width="100px" | [[SPECIAL#Agility|AG]] 6, LK 6
Line 145: Line 145:
| bgcolor="#FFFCD6" width="400px" | +2 to Minimum and Maximum damage of any ranged attack. When bursting, this bonus is added to each bullet in the burst. Bonus can be multiplied by a [[Critical Hit]] .
| bgcolor="#FFFCD6" width="400px" | +2 to Minimum and Maximum damage of any ranged attack. When bursting, this bonus is added to each bullet in the burst. Bonus can be multiplied by a [[Critical Hit]] .
|-
|-
| bgcolor="#FFFEF6" width="130px" | More Critical
| bgcolor="#FFFEF6" width="130px" | [[More Critical]]
| bgcolor="#FFFEF6" width="70px" | 6
| bgcolor="#FFFEF6" width="70px" | 6
| bgcolor="#FFFEF6" width="100px" | LK 6
| bgcolor="#FFFEF6" width="100px" | LK 6
Line 151: Line 151:
| bgcolor="#FFFEF6" width="400px" | +5% [[Critical Chance]] .
| bgcolor="#FFFEF6" width="400px" | +5% [[Critical Chance]] .
|-
|-
| bgcolor="#FFFCD6" width="130px" | Rad Resistance
| bgcolor="#FFFCD6" width="130px" | [[Rad Resistance]]
| bgcolor="#FFFCD6" width="70px" | 6
| bgcolor="#FFFCD6" width="70px" | 6
| bgcolor="#FFFCD6" width="100px" | EN 6, IN 4
| bgcolor="#FFFCD6" width="100px" | EN 6, IN 4
Line 157: Line 157:
| bgcolor="#FFFCD6" width="400px" | +20% to radiation resistance
| bgcolor="#FFFCD6" width="400px" | +20% to radiation resistance
|-
|-
| bgcolor="#FFFEF6" width="130px" | Silent Running
| bgcolor="#FFFEF6" width="130px" | [[Silent Running]]
| bgcolor="#FFFEF6" width="70px" | 6
| bgcolor="#FFFEF6" width="70px" | 6
| bgcolor="#FFFEF6" width="100px" | [[SPECIAL#Agility|AG]] 6 Sneak 50%.
| bgcolor="#FFFEF6" width="100px" | [[SPECIAL#Agility|AG]] 6 [[Sneak]] 50%.
| bgcolor="#FFFEF6" width="70px" | 1
| bgcolor="#FFFEF6" width="70px" | 1
| bgcolor="#FFFEF6" width="400px" | Allows running while in sneak mode
| bgcolor="#FFFEF6" width="400px" | Allows running while in sneak mode
|-
|-
| bgcolor="#FFFCD6" width="130px" | Educated
| bgcolor="#FFFCD6" width="130px" | [[Educated]]
| bgcolor="#FFFCD6" width="70px" | 6
| bgcolor="#FFFCD6" width="70px" | 6
| bgcolor="#FFFCD6" width="100px" | IN 6
| bgcolor="#FFFCD6" width="100px" | IN 6
| bgcolor="#FFFCD6" width="70px" | 3
| bgcolor="#FFFCD6" width="70px" | 3
| bgcolor="#FFFCD6" width="400px" | +2 Skill points gained per level
| bgcolor="#FFFCD6" width="400px" | +2 [[Skill Points]] gained per level
|-
|-
| bgcolor="#FFFEF6" width="130px" | Heave Ho!
| bgcolor="#FFFEF6" width="130px" | [[Heave Ho!]]
| bgcolor="#FFFEF6" width="70px" | 6
| bgcolor="#FFFEF6" width="70px" | 6
| bgcolor="#FFFEF6" width="100px" | None
| bgcolor="#FFFEF6" width="100px" | None
Line 175: Line 175:
| bgcolor="#FFFEF6" width="400px" | With thrown weapons you receive a +2 [[SPECIAL#Strength|ST]] bonus for every rank of this perk
| bgcolor="#FFFEF6" width="400px" | With thrown weapons you receive a +2 [[SPECIAL#Strength|ST]] bonus for every rank of this perk
|-
|-
| bgcolor="#FFFCD6" width="130px" | Ghost
| bgcolor="#FFFCD6" width="130px" | [[Ghost]]
| bgcolor="#FFFCD6" width="70px" | 6
| bgcolor="#FFFCD6" width="70px" | 6
| bgcolor="#FFFCD6" width="100px" | Sneak 60%
| bgcolor="#FFFCD6" width="100px" | [[Sneak]] 60%
| bgcolor="#FFFCD6" width="70px" | 1
| bgcolor="#FFFCD6" width="70px" | 1
| bgcolor="#FFFCD6" width="400px" | You receive a +20%...40% bonus to sneak during the night
| bgcolor="#FFFCD6" width="400px" | You receive a +20%...40% bonus to sneak during the night
|-
|-
| bgcolor="#FFFCD6" width="130px" | Ranger
| bgcolor="#FFFCD6" width="130px" | [[Ranger]]
| bgcolor="#FFFCD6" width="70px" | 6
| bgcolor="#FFFCD6" width="70px" | 6
| bgcolor="#FFFCD6" width="100px" | PE 6
| bgcolor="#FFFCD6" width="100px" | PE 6
| bgcolor="#FFFCD6" width="70px" | 1
| bgcolor="#FFFCD6" width="70px" | 1
| bgcolor="#FFFCD6" width="400px" | Outdoorsman skill receives a bonus equivalent to spending 135 skill points
| bgcolor="#FFFCD6" width="400px" | [[Outdoorsman]] skill receives a bonus equivalent to spending 135 [[Skill Points]]
|-
|-
| bgcolor="#FFFEF6" width="130px" | Gambler
| bgcolor="#FFFEF6" width="130px" | [[Gambler]]
| bgcolor="#FFFEF6" width="70px" | 6
| bgcolor="#FFFEF6" width="70px" | 6
| bgcolor="#FFFEF6" width="100px" | Gambling 50%
| bgcolor="#FFFEF6" width="100px" | [[Gambling]] 50%
| bgcolor="#FFFEF6" width="70px" | 1
| bgcolor="#FFFEF6" width="70px" | 1
| bgcolor="#FFFEF6" width="400px" | Gambling Skill receives a bonus equivalent to spending 135 skill points
| bgcolor="#FFFEF6" width="400px" | [[Gambling]] Skill receives a bonus equivalent to spending 135 [[Skill Points]]
|-
|-
| bgcolor="#FFFCD6" width="130px" | Harmless
| bgcolor="#FFFCD6" width="130px" | [[Harmless]]
| bgcolor="#FFFCD6" width="70px" | 6
| bgcolor="#FFFCD6" width="70px" | 6
| bgcolor="#FFFCD6" width="100px" | Steal 50% Karma +50
| bgcolor="#FFFCD6" width="100px" | [[Steal]] 50% [[Karma]] +50
| bgcolor="#FFFCD6" width="70px" | 1
| bgcolor="#FFFCD6" width="70px" | 1
| bgcolor="#FFFCD6" width="400px" | Steal skill receives a bonus equivalent to spending 135 skill points
| bgcolor="#FFFCD6" width="400px" | [[Steal]] skill receives a bonus equivalent to spending 135 [[Skill Points]]
|-
|-
| bgcolor="#FFFEF6" width="130px" | Magnetic Personality
| bgcolor="#FFFEF6" width="130px" | [[Magnetic Personality]]
| bgcolor="#FFFEF6" width="70px" | 6
| bgcolor="#FFFEF6" width="70px" | 6
| bgcolor="#FFFEF6" width="100px" | CH <10
| bgcolor="#FFFEF6" width="100px" | CH <10
Line 205: Line 205:
| bgcolor="#FFFEF6" width="400px" | Allows one additional companion to follow you
| bgcolor="#FFFEF6" width="400px" | Allows one additional companion to follow you
|-
|-
| bgcolor="#FFFCD6" width="130px" | Negotiator
| bgcolor="#FFFCD6" width="130px" | [[Negotiator]]
| bgcolor="#FFFCD6" width="70px" | 6
| bgcolor="#FFFCD6" width="70px" | 6
| bgcolor="#FFFCD6" width="100px" | Speech 50% Barter 50%
| bgcolor="#FFFCD6" width="100px" | [[Speech]] 50% [[Barter]] 50%
| bgcolor="#FFFCD6" width="70px" | 1
| bgcolor="#FFFCD6" width="70px" | 1
| bgcolor="#FFFCD6" width="400px" | The skills Speech and Barter receive a bonus equivalent to spending 70 skill points into each
| bgcolor="#FFFCD6" width="400px" | The skills [[Speech]] and [[Barter]] receive a bonus equivalent to spending 70 [[Skill Points]] into each
|-
|-
| bgcolor="#FFFEF6" width="130px" | Pack Rat
| bgcolor="#FFFEF6" width="130px" | [[Pack Rat]]
| bgcolor="#FFFEF6" width="70px" | 6
| bgcolor="#FFFEF6" width="70px" | 6
| bgcolor="#FFFEF6" width="100px" | None
| bgcolor="#FFFEF6" width="100px" | None
| bgcolor="#FFFEF6" width="70px" | 1
| bgcolor="#FFFEF6" width="70px" | 1
| bgcolor="#FFFEF6" width="400px" | Increase maximum carry weight by +22kg.
| bgcolor="#FFFEF6" width="400px" | Increase maximum [[Carry Weight]] by +22kg.
|-
|-
| bgcolor="#FFFCD6" width="130px" | Salesman
| bgcolor="#FFFCD6" width="130px" | [[Salesman]]
| bgcolor="#FFFCD6" width="70px" | 6
| bgcolor="#FFFCD6" width="70px" | 6
| bgcolor="#FFFCD6" width="100px" | Barter 50%
| bgcolor="#FFFCD6" width="100px" | [[Barter]] 50%
| bgcolor="#FFFCD6" width="70px" | 1
| bgcolor="#FFFCD6" width="70px" | 1
| bgcolor="#FFFCD6" width="400px" | Barter skill receives a bonus equivalent to spending 135 skill points
| bgcolor="#FFFCD6" width="400px" | [[Barter]] skill receives a bonus equivalent to spending 135 [[Skill Points]]
|-
|-
| bgcolor="#FFFEF6" width="130px" | Stonewall
| bgcolor="#FFFEF6" width="130px" | [[Stonewall]]
| bgcolor="#FFFEF6" width="70px" | 6
| bgcolor="#FFFEF6" width="70px" | 6
| bgcolor="#FFFEF6" width="100px" | [[SPECIAL#Strength|ST]] 6
| bgcolor="#FFFEF6" width="100px" | [[SPECIAL#Strength|ST]] 6
Line 229: Line 229:
| bgcolor="#FFFEF6" width="400px" | Gain a 40% chance to avoid knockout, impossible to knockdown
| bgcolor="#FFFEF6" width="400px" | Gain a 40% chance to avoid knockout, impossible to knockdown
|-
|-
| bgcolor="#FFFCD6" width="130px" | Fortune Finder
| bgcolor="#FFFCD6" width="130px" | [[Fortune Finder]]
| bgcolor="#FFFCD6" width="70px" | 6
| bgcolor="#FFFCD6" width="70px" | 6
| bgcolor="#FFFCD6" width="100px" | LK 8
| bgcolor="#FFFCD6" width="100px" | LK 8
Line 235: Line 235:
| bgcolor="#FFFCD6" width="400px" | Allows finding more valuable loot on NPC corpses Disabled
| bgcolor="#FFFCD6" width="400px" | Allows finding more valuable loot on NPC corpses Disabled
|-
|-
| bgcolor="#FFFEF6" width="130px" | Night Vision
| bgcolor="#FFFEF6" width="130px" | [[Night Vision]]
| bgcolor="#FFFEF6" width="70px" | 6
| bgcolor="#FFFEF6" width="70px" | 6
| bgcolor="#FFFEF6" width="100px" | PE 6
| bgcolor="#FFFEF6" width="100px" | PE 6
Line 255: Line 255:
| bgcolor="#F5DEB3" width="520px" | Effect
| bgcolor="#F5DEB3" width="520px" | Effect
|-
|-
| bgcolor="#FFFCD6" width="130px" | Sharpshooter
| bgcolor="#FFFCD6" width="130px" | [[Sharpshooter]]
| bgcolor="#FFFCD6" width="70px" | 9
| bgcolor="#FFFCD6" width="70px" | 9
| bgcolor="#FFFCD6" width="100px" | PE 7, IN 6
| bgcolor="#FFFCD6" width="100px" | PE 7, IN 6
Line 261: Line 261:
| bgcolor="#FFFCD6" width="400px" | +2 PE for the purposes of determining accuracy with ranged weapons and sight range.
| bgcolor="#FFFCD6" width="400px" | +2 PE for the purposes of determining accuracy with ranged weapons and sight range.
|-
|-
| bgcolor="#FFFEF6" width="130px" | Better Critical
| bgcolor="#FFFEF6" width="130px" | [[Better Critical]]
| bgcolor="#FFFEF6" width="70px" | 9
| bgcolor="#FFFEF6" width="70px" | 9
| bgcolor="#FFFEF6" width="100px" | PE 6, LK 6, [[SPECIAL#Agility|AG]] 4
| bgcolor="#FFFEF6" width="100px" | PE 6, LK 6, [[SPECIAL#Agility|AG]] 4
Line 267: Line 267:
| bgcolor="#FFFEF6" width="400px" | +10 to your [[Critical Hit#Crit Roll|Crit Roll]] .
| bgcolor="#FFFEF6" width="400px" | +10 to your [[Critical Hit#Crit Roll|Crit Roll]] .
|-
|-
| bgcolor="#FFFCD6" width="130px" | Dodger
| bgcolor="#FFFCD6" width="130px" | [[Dodger]]
| bgcolor="#FFFCD6" width="70px" | 9
| bgcolor="#FFFCD6" width="70px" | 9
| bgcolor="#FFFCD6" width="100px" | [[SPECIAL#Agility|AG]] 6
| bgcolor="#FFFCD6" width="100px" | [[SPECIAL#Agility|AG]] 6
| bgcolor="#FFFCD6" width="70px" | 1
| bgcolor="#FFFCD6" width="70px" | 1
| bgcolor="#FFFCD6" width="400px" | +8% chance to evade enemy attack. Does not stack with the bonus from the Evasion skill.
| bgcolor="#FFFCD6" width="400px" | +8% chance to evade enemy attack. Does not stack with the bonus from the [[Evasion]] skill.
|-
|-
| bgcolor="#FFFEF6" width="130px" | Speaker
| bgcolor="#FFFEF6" width="130px" | [[Speaker]]
| bgcolor="#FFFEF6" width="70px" | 9
| bgcolor="#FFFEF6" width="70px" | 9
| bgcolor="#FFFEF6" width="100px" | Speech 50%
| bgcolor="#FFFEF6" width="100px" | [[Speech]] 50%
| bgcolor="#FFFEF6" width="70px" | 1
| bgcolor="#FFFEF6" width="70px" | 1
| bgcolor="#FFFEF6" width="400px" | The skill Speech gets a bonus equivalent to spending 135 Skill Points into the skill.
| bgcolor="#FFFEF6" width="400px" | The skill [[Speech]] gets a bonus equivalent to spending 135 [[Skill Points]] into the skill.
|-
|-
| bgcolor="#FFFCD6" width="130px" | Explorer
| bgcolor="#FFFCD6" width="130px" | [[Explorer]]
| bgcolor="#FFFCD6" width="70px" | 9
| bgcolor="#FFFCD6" width="70px" | 9
| bgcolor="#FFFCD6" width="100px" | None
| bgcolor="#FFFCD6" width="100px" | None
Line 285: Line 285:
| bgcolor="#FFFCD6" width="400px" | +2% chance to find a special encounter. Disabled
| bgcolor="#FFFCD6" width="400px" | +2% chance to find a special encounter. Disabled
|-
|-
| bgcolor="#FFFEF6" width="130px" | Demolition Expert
| bgcolor="#FFFEF6" width="130px" | [[Demolition Expert]]
| bgcolor="#FFFEF6" width="70px" | 9
| bgcolor="#FFFEF6" width="70px" | 9
| bgcolor="#FFFEF6" width="100px" | [[SPECIAL#Agility|AG]] 4 Traps 75%
| bgcolor="#FFFEF6" width="100px" | [[SPECIAL#Agility|AG]] 4 [[Traps]] 75%
| bgcolor="#FFFEF6" width="70px" | 1
| bgcolor="#FFFEF6" width="70px" | 1
| bgcolor="#FFFEF6" width="400px" | Removes the randomizer when setting the timer on an explosive. Explosion radius when using explosives is increased by 1 hex.
| bgcolor="#FFFEF6" width="400px" | Removes the randomizer when setting the timer on an explosive. Explosion radius when using explosives is increased by 1 hex.
|-
|-
| bgcolor="#FFFCD6" width="130px" | Here and Now
| bgcolor="#FFFCD6" width="130px" | [[Here and Now]]
| bgcolor="#FFFCD6" width="70px" | 9
| bgcolor="#FFFCD6" width="70px" | 9
| bgcolor="#FFFCD6" width="100px" | None
| bgcolor="#FFFCD6" width="100px" | None
Line 297: Line 297:
| bgcolor="#FFFCD6" width="400px" | +1 Level.
| bgcolor="#FFFCD6" width="400px" | +1 Level.
|-
|-
| bgcolor="#FFFEF6" width="130px" | Light Step
| bgcolor="#FFFEF6" width="130px" | [[Light Step]]
| bgcolor="#FFFEF6" width="70px" | 9
| bgcolor="#FFFEF6" width="70px" | 9
| bgcolor="#FFFEF6" width="100px" | [[SPECIAL#Agility|AG]] 5, LK 5
| bgcolor="#FFFEF6" width="100px" | [[SPECIAL#Agility|AG]] 5, LK 5
Line 303: Line 303:
| bgcolor="#FFFEF6" width="400px" | 50% chance to avoid damage when stepping on a trap.
| bgcolor="#FFFEF6" width="400px" | 50% chance to avoid damage when stepping on a trap.
|-
|-
| bgcolor="#FFFCD6" width="130px" | Pyromaniac
| bgcolor="#FFFCD6" width="130px" | [[Pyromaniac]]
| bgcolor="#FFFCD6" width="70px" | 9
| bgcolor="#FFFCD6" width="70px" | 9
| bgcolor="#FFFCD6" width="100px" | Big Guns 75%
| bgcolor="#FFFCD6" width="100px" | [[Big Guns]] 75%
| bgcolor="#FFFCD6" width="70px" | 1
| bgcolor="#FFFCD6" width="70px" | 1
| bgcolor="#FFFCD6" width="400px" | +15 damage with weapons that have the fire type. This damage can be multiplied by a [[Critical Hit]] .
| bgcolor="#FFFCD6" width="400px" | +15 damage with weapons that have the fire type. This damage can be multiplied by a [[Critical Hit]] .
|-
|-
| bgcolor="#FFFEF6" width="130px" | Mysterious Stranger
| bgcolor="#FFFEF6" width="130px" | [[Mysterious Stranger]]
| bgcolor="#FFFEF6" width="70px" | 9
| bgcolor="#FFFEF6" width="70px" | 9
| bgcolor="#FFFEF6" width="100px" | LK 4
| bgcolor="#FFFEF6" width="100px" | LK 4
Line 329: Line 329:
| bgcolor="#F5DEB3" width="520px" | Effect
| bgcolor="#F5DEB3" width="520px" | Effect
|-
|-
| bgcolor="#FFFCD6" width="130px" | Action Boy
| bgcolor="#FFFCD6" width="130px" | [[Action Boy]]
| bgcolor="#FFFCD6" width="70px" | 12
| bgcolor="#FFFCD6" width="70px" | 12
| bgcolor="#FFFCD6" width="100px" | [[SPECIAL#Agility|AG]] 5
| bgcolor="#FFFCD6" width="100px" | [[SPECIAL#Agility|AG]] 5
| bgcolor="#FFFCD6" width="70px" | 2
| bgcolor="#FFFCD6" width="70px" | 2
| bgcolor="#FFFCD6" width="400px" | +1 AP .
| bgcolor="#FFFCD6" width="400px" | +1 [[AP]] .
|-
|-
| bgcolor="#FFFEF6" width="130px" | Tag!
| bgcolor="#FFFEF6" width="130px" | [[Tag!]]
| bgcolor="#FFFEF6" width="70px" | 12
| bgcolor="#FFFEF6" width="70px" | 12
| bgcolor="#FFFEF6" width="100px" | None
| bgcolor="#FFFEF6" width="100px" | None
Line 341: Line 341:
| bgcolor="#FFFEF6" width="400px" | Tag an additional skill. Does not increase skill investments retroactively
| bgcolor="#FFFEF6" width="400px" | Tag an additional skill. Does not increase skill investments retroactively
|-
|-
| bgcolor="#FFFEF6" width="130px" | Lifegiver
| bgcolor="#FFFEF6" width="130px" | [[Lifegiver]]
| bgcolor="#FFFEF6" width="70px" | 12
| bgcolor="#FFFEF6" width="70px" | 12
| bgcolor="#FFFEF6" width="100px" | EN 4
| bgcolor="#FFFEF6" width="100px" | EN 4
| bgcolor="#FFFEF6" width="70px" | 2
| bgcolor="#FFFEF6" width="70px" | 2
| bgcolor="#FFFEF6" width="400px" | +48 HP .
| bgcolor="#FFFEF6" width="400px" | +48 [[HP]] .
|-
|-
| bgcolor="#FFFCD6" width="130px" | Mr. Fixit
| bgcolor="#FFFCD6" width="130px" | [[Mr. Fixit]]
| bgcolor="#FFFCD6" width="70px" | 12
| bgcolor="#FFFCD6" width="70px" | 12
| bgcolor="#FFFCD6" width="100px" | Repair 40%, Science 40%
| bgcolor="#FFFCD6" width="100px" | [[Repair]] 40%, [[Science]] 40%
| bgcolor="#FFFCD6" width="70px" | 1
| bgcolor="#FFFCD6" width="70px" | 1
| bgcolor="#FFFCD6" width="400px" | The skills Repair and Science receive a bonus equivalent to spending 70 skill points into each
| bgcolor="#FFFCD6" width="400px" | The skills [[Repair]] and [[Science]] receive a bonus equivalent to spending 70 [[Skill Points]] into each
|-
|-
| bgcolor="#FFFCD6" width="130px" | Medic
| bgcolor="#FFFCD6" width="130px" | [[Medic]]
| bgcolor="#FFFCD6" width="70px" | 12
| bgcolor="#FFFCD6" width="70px" | 12
| bgcolor="#FFFCD6" width="100px" | First Aid 40%, Doctor 40%
| bgcolor="#FFFCD6" width="100px" | [[First Aid]] 40%, [[Doctor]] 40%
| bgcolor="#FFFCD6" width="70px" | 1
| bgcolor="#FFFCD6" width="70px" | 1
| bgcolor="#FFFCD6" width="400px" | The skills First Aid and Doctor receive a bonus equivalent to spending 70 skill points into each, and +20 additional temporary skill points when using medical bags</p>
| bgcolor="#FFFCD6" width="400px" | The skills [[First Aid]] and [[Doctor]] receive a bonus equivalent to spending 70 [[Skill Points]] into each, and +20 additional temporary [[Skill Points]] when using medical bags</p>
|-
|-
| bgcolor="#FFFEF6" width="130px" | Master Thief
| bgcolor="#FFFEF6" width="130px" | [[Master Thief]]
| bgcolor="#FFFEF6" width="70px" | 12
| bgcolor="#FFFEF6" width="70px" | 12
| bgcolor="#FFFEF6" width="100px" | Steal 50%, Lockpick 50%
| bgcolor="#FFFEF6" width="100px" | [[Steal]] 50%, [[Lockpick]] 50%
| bgcolor="#FFFEF6" width="70px" | 1
| bgcolor="#FFFEF6" width="70px" | 1
| bgcolor="#FFFEF6" width="400px" | The skills Steal and Lockpick receive a bonus equivalent to spending 60 skill points into each.
| bgcolor="#FFFEF6" width="400px" | The skills [[Steal]] and [[Lockpick]] receive a bonus equivalent to spending 60 [[Skill Points]] into each.
|-
|-
| bgcolor="#FFFCD6" width="130px" | Gain Strength
| bgcolor="#FFFCD6" width="130px" | [[Gain Strength]]
| bgcolor="#FFFCD6" width="70px" | 12
| bgcolor="#FFFCD6" width="70px" | 12
| bgcolor="#FFFCD6" width="100px" | [[SPECIAL#Strength|ST]] <15
| bgcolor="#FFFCD6" width="100px" | [[SPECIAL#Strength|ST]] <15
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| bgcolor="#FFFCD6" width="400px" | +1 [[SPECIAL#Strength|ST]].
| bgcolor="#FFFCD6" width="400px" | +1 [[SPECIAL#Strength|ST]].
|-
|-
| bgcolor="#FFFEF6" width="130px" | Gain Perception
| bgcolor="#FFFEF6" width="130px" | [[Gain Perception]]
| bgcolor="#FFFEF6" width="70px" | 12
| bgcolor="#FFFEF6" width="70px" | 12
| bgcolor="#FFFEF6" width="100px" | PE <15
| bgcolor="#FFFEF6" width="100px" | PE <15
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| bgcolor="#FFFEF6" width="400px" | +1 PE.
| bgcolor="#FFFEF6" width="400px" | +1 PE.
|-
|-
| bgcolor="#FFFCD6" width="130px" | Gain Endurance
| bgcolor="#FFFCD6" width="130px" | [[Gain Endurance]]
| bgcolor="#FFFCD6" width="70px" | 12
| bgcolor="#FFFCD6" width="70px" | 12
| bgcolor="#FFFCD6" width="100px" | EN <15
| bgcolor="#FFFCD6" width="100px" | EN <15
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| bgcolor="#FFFCD6" width="400px" | +1 EN.
| bgcolor="#FFFCD6" width="400px" | +1 EN.
|-
|-
| bgcolor="#FFFEF6" width="130px" | Gain Charisma
| bgcolor="#FFFEF6" width="130px" | [[Gain Charisma]]
| bgcolor="#FFFEF6" width="70px" | 12
| bgcolor="#FFFEF6" width="70px" | 12
| bgcolor="#FFFEF6" width="100px" | CH <15
| bgcolor="#FFFEF6" width="100px" | CH <15
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| bgcolor="#FFFEF6" width="400px" | +1 CH.
| bgcolor="#FFFEF6" width="400px" | +1 CH.
|-
|-
| bgcolor="#FFFCD6" width="130px" | Gain Intelligence
| bgcolor="#FFFCD6" width="130px" | [[Gain Intelligence]]
| bgcolor="#FFFCD6" width="70px" | 12
| bgcolor="#FFFCD6" width="70px" | 12
| bgcolor="#FFFCD6" width="100px" | IN <15
| bgcolor="#FFFCD6" width="100px" | IN <15
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| bgcolor="#FFFCD6" width="400px" | +1 IN.
| bgcolor="#FFFCD6" width="400px" | +1 IN.
|-
|-
| bgcolor="#FFFEF6" width="130px" | Gain Agility
| bgcolor="#FFFEF6" width="130px" | [[Gain Agility]]
| bgcolor="#FFFEF6" width="70px" | 12
| bgcolor="#FFFEF6" width="70px" | 12
| bgcolor="#FFFEF6" width="100px" | [[SPECIAL#Agility|AG]] <15
| bgcolor="#FFFEF6" width="100px" | [[SPECIAL#Agility|AG]] <15
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| bgcolor="#FFFEF6" width="400px" | +1 [[SPECIAL#Agility|AG]].
| bgcolor="#FFFEF6" width="400px" | +1 [[SPECIAL#Agility|AG]].
|-
|-
| bgcolor="#FFFCD6" width="130px" | Gain Luck
| bgcolor="#FFFCD6" width="130px" | [[Gain Luck]]
| bgcolor="#FFFCD6" width="70px" | 12
| bgcolor="#FFFCD6" width="70px" | 12
| bgcolor="#FFFCD6" width="100px" | LK <15
| bgcolor="#FFFCD6" width="100px" | LK <15
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| bgcolor="#FFFCD6" width="400px" | +1 LK.
| bgcolor="#FFFCD6" width="400px" | +1 LK.
|-
|-
| bgcolor="#FFFEF6" width="130px" | Living Anatomy
| bgcolor="#FFFEF6" width="130px" | [[Living Anatomy]]
| bgcolor="#FFFEF6" width="70px" | 12
| bgcolor="#FFFEF6" width="70px" | 12
| bgcolor="#FFFEF6" width="100px" | Doctor 60%
| bgcolor="#FFFEF6" width="100px" | [[Doctor]] 60%
| bgcolor="#FFFEF6" width="70px" | 1
| bgcolor="#FFFEF6" width="70px" | 1
| bgcolor="#FFFEF6" width="400px" | Doctor skill receives a bonus equivalent to spending 80 skill points. There is an additional 10% chance to heal injured limbs and +5 to final damage against biological targets. This bonus damage can be affected by criticals
| bgcolor="#FFFEF6" width="400px" | [[Doctor]] skill receives a bonus equivalent to spending 80 [[Skill Points]]. There is an additional 10% chance to heal injured limbs and +5 to final damage against biological targets. This bonus damage can be affected by criticals
|-
|-
| bgcolor="#FFFCD6" width="130px" | Weapon Handling
| bgcolor="#FFFCD6" width="130px" | [[Weapon Handling]]
| bgcolor="#FFFCD6" width="70px" | 12
| bgcolor="#FFFCD6" width="70px" | 12
| bgcolor="#FFFCD6" width="100px" | [[SPECIAL#Agility|AG]] 5
| bgcolor="#FFFCD6" width="100px" | [[SPECIAL#Agility|AG]] 5
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| bgcolor="#FFFCD6" width="400px" | Receive +3 strength solely for calculating the chance to hit with weapons.
| bgcolor="#FFFCD6" width="400px" | Receive +3 strength solely for calculating the chance to hit with weapons.
|-
|-
| bgcolor="#FFFCD6" width="130px" | HTH Evade
| bgcolor="#FFFCD6" width="130px" | [[HTH Evade]]
| bgcolor="#FFFCD6" width="70px" | 12
| bgcolor="#FFFCD6" width="70px" | 12
| bgcolor="#FFFCD6" width="100px" | [[SPECIAL#Agility|AG]] 8 Close Combat 150%, Evade 180%
| bgcolor="#FFFCD6" width="100px" | [[SPECIAL#Agility|AG]] 8 [[Close Combat]] 150%, [[Evade]] 180%
| bgcolor="#FFFCD6" width="70px" | 1
| bgcolor="#FFFCD6" width="70px" | 1
| bgcolor="#FFFCD6" width="400px" | Add a 1% chance to evade an attack for every available AP if both hands are empty or occupied with close combat weapons.
| bgcolor="#FFFCD6" width="400px" | Add a 1% chance to evade an attack for every available [[AP]] if both hands are empty or occupied with close combat weapons.
|}
|}
<br />
<br />
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| bgcolor="#F5DEB3" width="520px" | Effect
| bgcolor="#F5DEB3" width="520px" | Effect
|-
|-
| bgcolor="#FFFEF6" width="130px" | Pathfinder
| bgcolor="#FFFEF6" width="130px" | [[Pathfinder]]
| bgcolor="#FFFEF6" width="70px" | 15
| bgcolor="#FFFEF6" width="70px" | 15
| bgcolor="#FFFEF6" width="100px" | EN 6 Outdoorsman 40%
| bgcolor="#FFFEF6" width="100px" | EN 6 [[Outdoorsman]] 40%
| bgcolor="#FFFEF6" width="70px" | 1
| bgcolor="#FFFEF6" width="70px" | 1
| bgcolor="#FFFEF6" width="400px" | Increases the movement speed on the world map by 25%.
| bgcolor="#FFFEF6" width="400px" | Increases the movement speed on the world map by 25%.
|-
|-
| bgcolor="#FFFCD6" width="130px" | Bonus HtH Attacks
| bgcolor="#FFFCD6" width="130px" | [[Bonus HtH Attacks]]
| bgcolor="#FFFCD6" width="70px" | 15
| bgcolor="#FFFCD6" width="70px" | 15
| bgcolor="#FFFCD6" width="100px" | [[SPECIAL#Strength|ST]] 6, [[SPECIAL#Agility|AG]] 6
| bgcolor="#FFFCD6" width="100px" | [[SPECIAL#Strength|ST]] 6, [[SPECIAL#Agility|AG]] 6
| bgcolor="#FFFCD6" width="70px" | 1
| bgcolor="#FFFCD6" width="70px" | 1
| bgcolor="#FFFCD6" width="400px" | Close Combat attacks cost 1 AP less.
| bgcolor="#FFFCD6" width="400px" | [[Close Combat]] attacks cost 1 [[AP]] less.
|-
|-
| bgcolor="#FFFFF6" width="130px" | Bonus Rate of Fire
| bgcolor="#FFFFF6" width="130px" | [[Bonus Rate of Fire]]
| bgcolor="#FFFFF6" width="70px" | 15
| bgcolor="#FFFFF6" width="70px" | 15
| bgcolor="#FFFFF6" width="100px" | PE 6, [[SPECIAL#Agility|AG]] 7, IN 6
| bgcolor="#FFFFF6" width="100px" | [[PE]] 6, [[SPECIAL#Agility|AG]] 7, IN 6
| bgcolor="#FFFFF6" width="70px" | 1
| bgcolor="#FFFFF6" width="70px" | 1
| bgcolor="#FFFFF6" width="400px" | Ranged weapon attacks (including Throwing Weapons ) cost 1 AP less.
| bgcolor="#FFFFF6" width="400px" | Ranged weapon attacks (including [[Throwing Weapons]] ) cost 1 [[AP]] less.
|-
|-
| bgcolor="#FFFCD6" width="130px" | Pickpocket
| bgcolor="#FFFCD6" width="130px" | [[Pickpocket]]
| bgcolor="#FFFCD6" width="70px" | 15
| bgcolor="#FFFCD6" width="70px" | 15
| bgcolor="#FFFCD6" width="100px" | [[SPECIAL#Agility|AG]] 8 Steal 80%
| bgcolor="#FFFCD6" width="100px" | [[SPECIAL#Agility|AG]] 8 [[Steal]] 80%
| bgcolor="#FFFCD6" width="70px" | 1
| bgcolor="#FFFCD6" width="70px" | 1
| bgcolor="#FFFCD6" width="400px" | Other players don't see theft animation when using the Steal skill, item volume penalty reduced by 50%.
| bgcolor="#FFFCD6" width="400px" | Other players don't see theft animation when using the [[Steal]] skill, item volume penalty reduced by 50%.
|-
|-
| bgcolor="#FFFFF6" width="130px" | Silent Death
| bgcolor="#FFFFF6" width="130px" | [[Silent Death]]
| bgcolor="#FFFFF6" width="70px" | 15
| bgcolor="#FFFFF6" width="70px" | 15
| bgcolor="#FFFFF6" width="100px" | [[SPECIAL#Agility|AG]] 8 Sneak 110%, Close Combat 80%
| bgcolor="#FFFFF6" width="100px" | [[SPECIAL#Agility|AG]] 8 [[Sneak]] 110%, [[Close Combat]] 80%
| bgcolor="#FFFFF6" width="70px" | 1
| bgcolor="#FFFFF6" width="70px" | 1
| bgcolor="#FFFFF6" width="400px" | When performing a Close Combat attack to a target's back when in Sneak mode, damage is increased by 200%. Doubled damage can be increased with a [[Critical Hit]] .
| bgcolor="#FFFFF6" width="400px" | When performing a [[Close Combat]] attack to a target's back when in [[Sneak]] mode, damage is increased by 200%. Doubled damage can be increased with a [[Critical Hit]] .
|-
|-
| bgcolor="#FFFCD6" width="130px" | Armor Buster
| bgcolor="#FFFCD6" width="130px" | [[Armor Buster]]
| bgcolor="#FFFCD6" width="70px" | 18
| bgcolor="#FFFCD6" width="70px" | 18
| bgcolor="#FFFCD6" width="100px" | [[SPECIAL#Agility|AG]] 8, PE 5 Throwing 130%
| bgcolor="#FFFCD6" width="100px" | [[SPECIAL#Agility|AG]] 8, PE 5 [[Throwing]] 130%
| bgcolor="#FFFCD6" width="70px" | 1
| bgcolor="#FFFCD6" width="70px" | 1
| bgcolor="#FFFCD6" width="400px" | Damage from grenades ignores 30% of a target's DR .
| bgcolor="#FFFCD6" width="400px" | Damage from grenades ignores 30% of a target's [[DR]] .
|-
|-
| bgcolor="#FFFFF6" width="130px" | Sniper
| bgcolor="#FFFFF6" width="130px" | [[Sniper]]
| bgcolor="#FFFFF6" width="70px" | 18
| bgcolor="#FFFFF6" width="70px" | 18
| bgcolor="#FFFFF6" width="100px" | PE 8, [[SPECIAL#Agility|AG]] 6
| bgcolor="#FFFFF6" width="100px" | PE 8, [[SPECIAL#Agility|AG]] 6
| bgcolor="#FFFFF6" width="70px" | 1
| bgcolor="#FFFFF6" width="70px" | 1
| bgcolor="#FFFFF6" width="400px" | [[Critical Chance]] with an aimed attack when using Small Guns , Big Guns , and Energy Weapons is increased. +45% to Eyes, +30% to Arms/Legs/Groin/Head.
| bgcolor="#FFFFF6" width="400px" | [[Critical Chance]] with an aimed attack when using [[Small Guns]] , [[Big Guns]] , and [[Energy Weapons]] is increased. +45% to Eyes, +30% to Arms/Legs/Groin/Head.
|-
|-
| bgcolor="#FFFCD6" width="130px" | Slayer
| bgcolor="#FFFCD6" width="130px" | [[Slayer]]
| bgcolor="#FFFCD6" width="70px" | 18
| bgcolor="#FFFCD6" width="70px" | 18
| bgcolor="#FFFCD6" width="100px" | [[SPECIAL#Strength|ST]] 7, [[SPECIAL#Agility|AG]] 8 Close Combat 80%
| bgcolor="#FFFCD6" width="100px" | [[SPECIAL#Strength|ST]] 7, [[SPECIAL#Agility|AG]] 8 [[Close Combat]] 80%
| bgcolor="#FFFCD6" width="70px" | 1
| bgcolor="#FFFCD6" width="70px" | 1
| bgcolor="#FFFCD6" width="400px" | [[Critical Chance]] with an aimed attack when using Close Combat and Throwing weapons is increased. +45% to Eyes, +30% to Arms/Legs/Groin/Head.
| bgcolor="#FFFCD6" width="400px" | [[Critical Chance]] with an aimed attack when using [[Close Combat]] and [[Throwing Weapons]] is increased. +45% to Eyes, +30% to Arms/Legs/Groin/Head.
|-
|-
| bgcolor="#FFFFF6" width="130px" | Transposition
| bgcolor="#FFFFF6" width="130px" | [[Transposition]]
| bgcolor="#FFFFF6" width="70px" | 18
| bgcolor="#FFFFF6" width="70px" | 18
| bgcolor="#FFFFF6" width="100px" | Close Combat 160% Evasion 160%
| bgcolor="#FFFFF6" width="100px" | [[Close Combat]] 160% [[Evasion]] 160%
| bgcolor="#FFFFF6" width="70px" | 1
| bgcolor="#FFFFF6" width="70px" | 1
| bgcolor="#FFFFF6" width="400px" | 25% chance of restoring all AP with a successful evasion.
| bgcolor="#FFFFF6" width="400px" | 25% chance of restoring all [[AP]] with a successful evasion.
|-
|-
| bgcolor="#FFFCD6" width="130px" | Reanimator
| bgcolor="#FFFCD6" width="130px" | [[Reanimator]]
| bgcolor="#FFFCD6" width="70px" | 21
| bgcolor="#FFFCD6" width="70px" | 21
| bgcolor="#FFFCD6" width="100px" | [[SPECIAL#Agility|AG]] 5 Doctor 120%
| bgcolor="#FFFCD6" width="100px" | [[SPECIAL#Agility|AG]] 5 [[Doctor]] 120%
| bgcolor="#FFFCD6" width="70px" | 1
| bgcolor="#FFFCD6" width="70px" | 1
| bgcolor="#FFFCD6" width="400px" | When using the Doctor skill on a character killed without a critical/violent animation, that character has a chance to be revived based on the formula: Doctor / 4 + LK * 2 .
| bgcolor="#FFFCD6" width="400px" | When using the [[Doctor]] skill on a character killed without a critical/violent animation, that character has a chance to be revived based on the formula: [[Doctor]] / 4 + LK * 2 .
|-
|-
| bgcolor="#FFFFF6" width="130px" | Combat Evasion
| bgcolor="#FFFFF6" width="130px" | [[Combat Evasion]]
| bgcolor="#FFFFF6" width="70px" | 33
| bgcolor="#FFFFF6" width="70px" | 33
| bgcolor="#FFFFF6" width="100px" | Evasion 180%
| bgcolor="#FFFFF6" width="100px" | [[Evasion]] 180%
| bgcolor="#FFFFF6" width="70px" | 1
| bgcolor="#FFFFF6" width="70px" | 1
| bgcolor="#FFFFF6" width="400px" | The increase in movement speed granted by the Evasion skill is applied in combat.
| bgcolor="#FFFFF6" width="400px" | The increase in movement speed granted by the [[Evasion]] skill is applied in combat.
|-
|-
| bgcolor="#FFFCD6" width="130px" | Combat Running
| bgcolor="#FFFCD6" width="130px" | [[Combat Running]]
| bgcolor="#FFFCD6" width="70px" | 30
| bgcolor="#FFFCD6" width="70px" | 30
| bgcolor="#FFFCD6" width="100px" | [[SPECIAL#Agility|AG]] 9
| bgcolor="#FFFCD6" width="100px" | [[SPECIAL#Agility|AG]] 9
| bgcolor="#FFFCD6" width="70px" | 1
| bgcolor="#FFFCD6" width="70px" | 1
| bgcolor="#FFFCD6" width="400px" | Allows running during combat, at the cost of 1 AP per 3 Hexes. Running is only allowed if the character has 4 or more AP.
| bgcolor="#FFFCD6" width="400px" | Allows running during combat, at the cost of 1 [[AP]] per 3 Hexes. Running is only allowed if the character has 4 or more [[AP]].
|}
|}
<br />
<br />

Revision as of 15:19, 16 October 2024

Perks are powerups gained as the player gains level, with one gained every 3 levels, with the first obtained at level 3. Certain perks have prerequisites typically based at times on character level, SPECIAL, and/or skill points. The perks chosen will typically be the most defining characteristic of a character in the role and abilities it will have.

Characters who have taken the Skilled trait will only obtain a perk every 4 levels, with the first obtained at level 4.

Warning: While you may wait 1-2 levels before choosing your perk, if you have not chosen a perk by the time you would have obtained another one, you will permanently lose the chance to choose the unallocated perk.

List of Perks

Level 3 Perks

Perk Level Requirements Ranks Effect
Thief 3 None 1 The skills Sneak , Traps , Lockpick , and Steal get a bonus equivalent to spending 35 Skill Points into each skill.
Awareness 3 PE 5 1 Allows you to see detailed information about about the hit points, weapons, and injuries of other creatures.
Bonus HtH Damage 3 AG 6, ST 6 3 +3 Melee Damage .
Earlier Sequence 3 PE 6 2 +4 Sequence .
Faster Healing 3 EN 5 2 +4 Healing Rate .
Toughness 3 LK 6, EN 6 3 All resistances increased by 4%, including Radiation Resistance . The Crit Roll of any Critical Hits against this character are decreased by 4.
Strong Back 3 ST 6, EN 6 3 +22 Carry Weight .
Survivalist 3 EN 6, IN 6 Outdoorsman 40% 1 The skill Outdoorsman gets a bonus equivalent to spending 80 Skill Points into the skill.
Healer 3 PE 7, AG 6, IN 5 First Aid 40% 2 +30-40 HP healed when using the First Aid skill.
Scout 3 PE 7 1 Allows you to find Special Encounters more often. Disabled
Quick Pockets 3 AG 5 1 AP cost of reloading and inventory actions are decresed by 1/3, rounded down.
Swift Learner 3 IN 4 3 Character gains 10% more experience. Disabled
Smooth Talker 3 IN 4-9 3 +1 IN for the purpose of conversation with NPCs. Disabled
Adrenaline Rush 3 None 1 Works only in combat mode. If HP < 2/3, +2 ST If HP < 1/2, +8 Healing Rate If HP < 1/3, +1 AP and +5 AC .
Cautious Nature 3 PE 6 1 +3 PE for the purpose of determining placement in random encounters.
Bookworm 3 IN 6 1 The maximum number of each Book a character can read is increased to 15. Does not effect rare books.
Karma Sutra Master 3 AG 5, EN 5 1 Disabled
Quick Recovery 3 AG 5 1 -25% to Knockout penalty -50% to Lose Turn penalty. -75% to Knockdown or Knockback penalty.


Level 6 Perks

Name Level Requirements Ranks Effect
Bonus Ranged Damage 6 AG 6, LK 6 2 +2 to Minimum and Maximum damage of any ranged attack. When bursting, this bonus is added to each bullet in the burst. Bonus can be multiplied by a Critical Hit .
More Critical 6 LK 6 3 +5% Critical Chance .
Rad Resistance 6 EN 6, IN 4 2 +20% to radiation resistance
Silent Running 6 AG 6 Sneak 50%. 1 Allows running while in sneak mode
Educated 6 IN 6 3 +2 Skill Points gained per level
Heave Ho! 6 None 3 With thrown weapons you receive a +2 ST bonus for every rank of this perk
Ghost 6 Sneak 60% 1 You receive a +20%...40% bonus to sneak during the night
Ranger 6 PE 6 1 Outdoorsman skill receives a bonus equivalent to spending 135 Skill Points
Gambler 6 Gambling 50% 1 Gambling Skill receives a bonus equivalent to spending 135 Skill Points
Harmless 6 Steal 50% Karma +50 1 Steal skill receives a bonus equivalent to spending 135 Skill Points
Magnetic Personality 6 CH <10 1 Allows one additional companion to follow you
Negotiator 6 Speech 50% Barter 50% 1 The skills Speech and Barter receive a bonus equivalent to spending 70 Skill Points into each
Pack Rat 6 None 1 Increase maximum Carry Weight by +22kg.
Salesman 6 Barter 50% 1 Barter skill receives a bonus equivalent to spending 135 Skill Points
Stonewall 6 ST 6 1 Gain a 40% chance to avoid knockout, impossible to knockdown
Fortune Finder 6 LK 8 1 Allows finding more valuable loot on NPC corpses Disabled
Night Vision 6 PE 6 1 Ignore vision range penalties at night.



Level 9 Perks

Name Level Requirements Ranks Effect
Sharpshooter 9 PE 7, IN 6 1 +2 PE for the purposes of determining accuracy with ranged weapons and sight range.
Better Critical 9 PE 6, LK 6, AG 4 1 +10 to your Crit Roll .
Dodger 9 AG 6 1 +8% chance to evade enemy attack. Does not stack with the bonus from the Evasion skill.
Speaker 9 Speech 50% 1 The skill Speech gets a bonus equivalent to spending 135 Skill Points into the skill.
Explorer 9 None 1 +2% chance to find a special encounter. Disabled
Demolition Expert 9 AG 4 Traps 75% 1 Removes the randomizer when setting the timer on an explosive. Explosion radius when using explosives is increased by 1 hex.
Here and Now 9 None 1 +1 Level.
Light Step 9 AG 5, LK 5 1 50% chance to avoid damage when stepping on a trap.
Pyromaniac 9 Big Guns 75% 1 +15 damage with weapons that have the fire type. This damage can be multiplied by a Critical Hit .
Mysterious Stranger 9 LK 4 1 Randomly spawns an allied NPC upon entering a random encounter. The chance of this is 25 + LK * 4 . The Stranger's power is dependent upon the player's level, and if he should die, he will not be able to spawn for another 45 minutes.



Level 12 Perks

Name Level Requirements Ranks Effect
Action Boy 12 AG 5 2 +1 AP .
Tag! 12 None 1 Tag an additional skill. Does not increase skill investments retroactively
Lifegiver 12 EN 4 2 +48 HP .
Mr. Fixit 12 Repair 40%, Science 40% 1 The skills Repair and Science receive a bonus equivalent to spending 70 Skill Points into each
Medic 12 First Aid 40%, Doctor 40% 1 The skills First Aid and Doctor receive a bonus equivalent to spending 70 Skill Points into each, and +20 additional temporary Skill Points when using medical bags

Master Thief 12 Steal 50%, Lockpick 50% 1 The skills Steal and Lockpick receive a bonus equivalent to spending 60 Skill Points into each.
Gain Strength 12 ST <15 1 +1 ST.
Gain Perception 12 PE <15 1 +1 PE.
Gain Endurance 12 EN <15 1 +1 EN.
Gain Charisma 12 CH <15 1 +1 CH.
Gain Intelligence 12 IN <15 1 +1 IN.
Gain Agility 12 AG <15 1 +1 AG.
Gain Luck 12 LK <15 1 +1 LK.
Living Anatomy 12 Doctor 60% 1 Doctor skill receives a bonus equivalent to spending 80 Skill Points. There is an additional 10% chance to heal injured limbs and +5 to final damage against biological targets. This bonus damage can be affected by criticals
Weapon Handling 12 AG 5 1 Receive +3 strength solely for calculating the chance to hit with weapons.
HTH Evade 12 AG 8 Close Combat 150%, Evade 180% 1 Add a 1% chance to evade an attack for every available AP if both hands are empty or occupied with close combat weapons.



Level 15+ Perks

Name Level Requirements Ranks Effect
Pathfinder 15 EN 6 Outdoorsman 40% 1 Increases the movement speed on the world map by 25%.
Bonus HtH Attacks 15 ST 6, AG 6 1 Close Combat attacks cost 1 AP less.
Bonus Rate of Fire 15 PE 6, AG 7, IN 6 1 Ranged weapon attacks (including Throwing Weapons ) cost 1 AP less.
Pickpocket 15 AG 8 Steal 80% 1 Other players don't see theft animation when using the Steal skill, item volume penalty reduced by 50%.
Silent Death 15 AG 8 Sneak 110%, Close Combat 80% 1 When performing a Close Combat attack to a target's back when in Sneak mode, damage is increased by 200%. Doubled damage can be increased with a Critical Hit .
Armor Buster 18 AG 8, PE 5 Throwing 130% 1 Damage from grenades ignores 30% of a target's DR .
Sniper 18 PE 8, AG 6 1 Critical Chance with an aimed attack when using Small Guns , Big Guns , and Energy Weapons is increased. +45% to Eyes, +30% to Arms/Legs/Groin/Head.
Slayer 18 ST 7, AG 8 Close Combat 80% 1 Critical Chance with an aimed attack when using Close Combat and Throwing Weapons is increased. +45% to Eyes, +30% to Arms/Legs/Groin/Head.
Transposition 18 Close Combat 160% Evasion 160% 1 25% chance of restoring all AP with a successful evasion.
Reanimator 21 AG 5 Doctor 120% 1 When using the Doctor skill on a character killed without a critical/violent animation, that character has a chance to be revived based on the formula: Doctor / 4 + LK * 2 .
Combat Evasion 33 Evasion 180% 1 The increase in movement speed granted by the Evasion skill is applied in combat.
Combat Running 30 AG 9 1 Allows running during combat, at the cost of 1 AP per 3 Hexes. Running is only allowed if the character has 4 or more AP.


Quest Perks

Quest Perks are additional perks a character can only obtain by interacting with the game world. Requirements for quest perks can vary greatly, and often require the character to complete a task or pay a fee before obtaining them.

List of Quest Perks

Name Level Requirements Ranks Effect
Snakeater Any EN 6 1 +25% Poison Resistance.
Gecko Skinning Any None 2 Allows you to skin Silver and Golden Geckos. A second rank of this perk will allow you to skin Fire Geckos.
Large Animal Skinning Any None 1 Allows you to skin Brahmin and Mantis.
Nosferatu Blood 12 Requirements of the quest 1 Faster naturall HP regeneration
Midnight Child 12 Requirements of the quest 1 Cancel penalty to accuracy at night time.
Doctor Klauss operation Any Min 30 reputation of NCR and 50'000 for operation 1 One point to Perception or Endurance



Karma Perks

Karma Perks are perks which appear on their own and are caused by a characters actions or karma. Some are simply for appearance, but others can have a useful effect in game, such as changing certain NPCs reactions to you or allowing certain interactions that may not otherwise be available.

These perks can appear, disappear, or change depending on the actions of the character.

List of Karma Perks

Name Level Requirements Ranks Effect
Trapper Any 160 Gecko kills 1 Smiley in Klamath will pay more money for gecko pelts.
Childkiller Any Kill a Child 1 Enables the possibility to encounter Bounty Hunters .