(added info for companion perks. need to add the perks still.) |
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− | | || Wild Science || Further increase the damage dealt by Science weapons (stacks with Weird Science). || Science Weapon Damage +50% |
+ | | || {{RDL|Wild Science}} || Further increase the damage dealt by Science weapons (stacks with Weird Science). || Science Weapon Damage +50% |
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− | | || Steady Hand || After killing an enemy, your Weapon Sway and Accuracy penalties while moving are reduced to zero for a short time. || Ranged Weapon Sway -100%<br/>Movement Penalty to Accuracy -100% |
+ | | || {{RDL|Steady Hand}} || After killing an enemy, your Weapon Sway and Accuracy penalties while moving are reduced to zero for a short time. || Ranged Weapon Sway -100%<br/>Movement Penalty to Accuracy -100% |
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− | | || Confidence || There's something about blood and violence that helps you focus. That's not disturbing at all. || Your next attack after killing an enemy is a guaranteed Critical Hit. |
+ | | || {{RDL|Confidence}} || There's something about blood and violence that helps you focus. That's not disturbing at all. || Your next attack after killing an enemy is a guaranteed Critical Hit. |
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− | | || Armor Master || Increase the Armor Rating and Skill bonuses from any armor you wear. || Armor Rating Bonus +10%<br/>Skill Bonus +100% |
+ | | || {{RDL|Armor Master}} || Increase the Armor Rating and Skill bonuses from any armor you wear. || Armor Rating Bonus +10%<br/>Skill Bonus +100% |
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− | | || Super Pack Mule || Further increase your maximum Carrying Capacity. || Carrying Capacity +100kg |
+ | | || {{RDL|Super Pack Mule}} || Further increase your maximum Carrying Capacity. || Carrying Capacity +100kg |
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− | | || Tactical Master || When you activate Tactical Time Dilation, you continue to move at normal speed for a short time. This effect only occurs when your TTD meter is full at time of activation. || Movement Speed during TTD for 5s +70% |
+ | | || {{RDL|Tactical Master}} || When you activate Tactical Time Dilation, you continue to move at normal speed for a short time. This effect only occurs when your TTD meter is full at time of activation. || Movement Speed during TTD for 5s +70% |
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− | | || Revenge || Whenever you are affected by a harmful Combat Effect, you deal increased Damage. || Damage +20% |
+ | | || {{RDL|Revenge}} || Whenever you are affected by a harmful Combat Effect, you deal increased Damage. || Damage +20% |
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− | | || Last Stand || When you are at low Health, you deal increased damage. || Damage while under 25% Health +30% |
+ | | || {{RDL|Last Stand}} || When you are at low Health, you deal increased damage. || Damage while under 25% Health +30% |
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− | | || Boom, Headshot! || Headshot kills explode, damaging nearby enemies. || Headshot kills deal 25% of their damage to enemies within 2.5m |
+ | | || {{RDL|Boom, Headshot!}} || Headshot kills explode, damaging nearby enemies. || Headshot kills deal 25% of their damage to enemies within 2.5m |
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− | | || Don't Go Dyin' On Me! || When you use the Inhaler, any downed Companions are revived with a small amount of Health. || Revive Companions to 25% Health<br/>Cooldown: 15m |
+ | | || {{RDL|Don't Go Dyin' On Me!}} || When you use the Inhaler, any downed Companions are revived with a small amount of Health. || Revive Companions to 25% Health<br/>Cooldown: 15m |
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− | | || Penetrating Shots || Your Ranged attacks reduce the target's Armor Rating by 1 point per hit. This effect lasts a short time, and can stack multiple times. || Ranged Attacks inflict -1 for 10s, and can stack up to -10 |
+ | | || {{RDL|Penetrating Shots}} || Your Ranged attacks reduce the target's Armor Rating by 1 point per hit. This effect lasts a short time, and can stack multiple times. || Ranged Attacks inflict -1 for 10s, and can stack up to -10 |
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− | | || Thick Skin || All Area of Effect and Plasma damage dealt to you is reduced. || Area of Effect Damage Received -15%<br/> Plasma Damage Received -15% |
+ | | || {{RDL|Thick Skin}} || All Area of Effect and Plasma damage dealt to you is reduced. || Area of Effect Damage Received -15%<br/> Plasma Damage Received -15% |
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− | | || Tit For Tat || A small amount of Melee damage you deal is returned as healing. || Melee Damage returned as Health +15% |
+ | | || {{RDL|Tit For Tat}} || A small amount of Melee damage you deal is returned as healing. || Melee Damage returned as Health +15% |
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− | | || Solo Sneaker || Reduce the detection radius of enemies when you have no Companions in your party. || Detection Radius of Enemies -33% |
+ | | || {{RDL|Solo Sneaker}} || Reduce the detection radius of enemies when you have no Companions in your party. || Detection Radius of Enemies -33% |
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Revision as of 06:25, 28 July 2020
“Welcome to Perk Selection. On this screen you can choose which Perks to buy with your Perk Points.
„
“You get a new Perk Point to spend every 2 levels. You can also acquire Perk Points through gameplay, such as by accepting a Flaw. Acquiring 5 new perks makes the next tier of perks available to you!
„
Perks and Companion Perks are permanent buffs that are applied to the Stranger or Companion. They allow the player to customize the Stranger and the companions to fit the players playstyle.
A perk point is earned every even level for the Stranger and ever five levels for companions. The stranger can also earn a perk point by accepting Flaws, which are permanent debuffs that affects the Stranger.
The Stranger has three tiers of perks with 14 perks per tier. The companions have five tiers with the first three tiers having 4 perks, one being companion exclusive and the remaining tiers have 3 perks each.
Stranger Perks
Tier 1
Tier 1 perks require 0 previous perks to be unlocked and cost 1 perk point.
Tier 2
Tier 2 perks require 5 previous perks to be unlocked and cost 1 perk point.
Icon | Name | Description | Effect |
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Run and Gun | Reduce the penalties to Accuracy when moving. | Movement Penalty to Accuracy -65% | |
The Reaper | Gain some Tactical Time Dilation meter when you kill an enemy. | TTD Restored per Kill +25% | |
Weird Science | Increases damage dealt by Science Weapons. | Science Weapon Damage +50% | |
Speed Demon | Increase your movement and action speed when Tactical Time Dilation is active. | Movement Speed during TTD +25% | |
Scanner | While using Tactical Time Dilation, you deal increased Weak Spot damage. | Bonus to Extra Headshot/Weakspot Damage +20% | |
The Collector | Increase the range at which all interactable objects around you highlight without requiring you to look directly at them. | Interactable Highlight Range +5m | |
Snake Oil Salesman | You have a way of convincing Vendors to pay you more Bits than they should. | Vendor Buying Price +20%" | |
We Band of Brothers | When you critically hit a target, you have a chance of immediately resetting the cooldown of a Companion Ability. | Chance to reset a Companion Ability cooldown on each Critical Hit + 25% | |
Tag Team | Using a Companion Ability has a chance to reset the other Companion's Ability cooldown. | Chance to reset a Companion Ability cooldown when using the other Companion's Ability +25% | |
Rolling Thunder | Killing an enemy reduces the remaining cooldown time of Companion Abilities. | Companion Ability Cooldowns for each of your kills - 20% | |
Harvester | Restore some Health whenever you kill an enemy. | Health Restored per Kill +15% | |
Hoarder | Significantly reduces the Weight of Consumables. | Consumable Weight -50% | |
Pack of Pack Mules | Increase the Carrying Capacity bonus from your Companions. | Carrying Capacity Bonus from Companions +40kg | |
Soliloquy | Bonus to Dialog Skills when you have no Companions in your party. | Dialog Skills +10 |
Tier 3
Tier 3 perks require 10 previous perks to be unlocked and cost 1 perk point.
Icon | Name | Description | Effect |
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Wild Science | Further increase the damage dealt by Science weapons (stacks with Weird Science). | Science Weapon Damage +50% | |
Steady Hand | After killing an enemy, your Weapon Sway and Accuracy penalties while moving are reduced to zero for a short time. | Ranged Weapon Sway -100% Movement Penalty to Accuracy -100% | |
Confidence | There's something about blood and violence that helps you focus. That's not disturbing at all. | Your next attack after killing an enemy is a guaranteed Critical Hit. | |
Armor Master | Increase the Armor Rating and Skill bonuses from any armor you wear. | Armor Rating Bonus +10% Skill Bonus +100% | |
Super Pack Mule | Further increase your maximum Carrying Capacity. | Carrying Capacity +100kg | |
Tactical Master | When you activate Tactical Time Dilation, you continue to move at normal speed for a short time. This effect only occurs when your TTD meter is full at time of activation. | Movement Speed during TTD for 5s +70% | |
Revenge | Whenever you are affected by a harmful Combat Effect, you deal increased Damage. | Damage +20% | |
Last Stand | When you are at low Health, you deal increased damage. | Damage while under 25% Health +30% | |
Boom, Headshot! | Headshot kills explode, damaging nearby enemies. | Headshot kills deal 25% of their damage to enemies within 2.5m | |
Don't Go Dyin' On Me! | When you use the Inhaler, any downed Companions are revived with a small amount of Health. | Revive Companions to 25% Health Cooldown: 15m | |
Penetrating Shots | Your Ranged attacks reduce the target's Armor Rating by 1 point per hit. This effect lasts a short time, and can stack multiple times. | Ranged Attacks inflict -1 for 10s, and can stack up to -10 | |
Thick Skin | All Area of Effect and Plasma damage dealt to you is reduced. | Area of Effect Damage Received -15% Plasma Damage Received -15% | |
Tit For Tat | A small amount of Melee damage you deal is returned as healing. | Melee Damage returned as Health +15% | |
Solo Sneaker | Reduce the detection radius of enemies when you have no Companions in your party. | Detection Radius of Enemies -33% |
Companion Perks
Tier 1
Tier 1 perks require 0 previous perks to be unlocked and cost 1 perk point.
Tier 2
Tier 1 perks require 1 previous perks to be unlocked and cost 1 perk point.
Tier 3
Tier 1 perks require 2 previous perks to be unlocked and cost 1 perk point.
Tier 4
Tier 1 perks require 3 previous perks to be unlocked and cost 1 perk point.
Tier 5
Tier 1 perks require 4 previous perks to be unlocked and cost 1 perk point.
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