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View Full Version : New and Redone Perks


MegaWar
07-31-2008, 02:15 PM
Have Fun!

*****

Endurance: -1AP, +3 Movement AP.
Required: perk Bruiser õ10, skill Melee 46, level 14.

KnockOut: Ability to knock out enemy weapons.
Required: perk Bruiser õ5, skill Melee 26, level 9.

Bruiser: +2 Melee skill.
Required: level 4.

*****

Range Fighter: +1 range for all pistols.
Required: perk Pistol Mastery õ10, skill Pistol 48, level 15.

Lock N Load: 0 AP to switch weapons.
Required: perk Pistol Mastery õ5, skill Pistol 28, level 10.

Pistol Mastery: +2 Pistol skill.
Required: level 5.

*****

Organized: +1AP, -10 weight.
Required: perk Shotgun Mastery õ10, skill Shotgun 48, level 15.

Gun Run: +1 Movement AP.
Required: perk Shotgun Mastery x5, skill Shotgun 28, level 10.

Shotgun Mastery: +2 Shotgun skill.
Required: level 5.

*****

Even More Action: +1 AP, -20 weight.
Required: perk Submachine Gun Mastery õ10, perc More Action, skill Submachine Gun 50, level 16.

More Action: +1 AP, -20 weight.
Required: perk Submachine Gun Mastery õ5, skill Submachine Gun 30, level 11.

Submachine Gun Mastery: +2 Submachine Gun skill.
Required: level 5.

*****

Keen Eye: -2 AP, +2 view radius.
Required: perk Assault Rifle Mastery õ10, skill Assault Rifle 52, level 17.

Dieter: +1 Movement AP, -1 HP Regeneration.
Required: perk Assault Rifle Mastery õ5, skill Assault Rifle 32, level 12.

Assault Rifle Mastery: +2 Assault Rifle skill.
Required: level 6.

*****

Sharp Sighted: +1 view radius.
Required: perk Sniper Rifle Mastery õ10, skill Sniper Rifle 54, level 18.

Stargazer: +1 to binoculars and sights radius.
Required: perk Sniper Rifle Mastery õ5, skill Sniper Rifle 34, level 13.

Sniper Rifle Mastery: +2 Sniper Rifle skill.
Required: level 7.

*****

Dr.Explosive: able to use rocket launcher, +1 Rocket Launcher skill.
Required: perk Damage Resistance õ1, perc Strong Back õ2, level 4.

Dr.Minigun: able to use machine guns, +1 Heavy Gun skill.
Required: perk Increased Hitpoints õ1, perc Strong Back õ1, level 3.

Insightful: able to see enemy weapons, armor, HP, skills in unit sight range.
Required: level 10.

*****

Grenade Dexterity: -10 weight. Ability to throw grenades from inventory without placing them into weapon slot (grenades must require skill lower than current unit skill by 20).
Required: perk Grenadier õ10, skill Grenade 50, level 16.

Kamikaze: On unit death grenades in weapon slots will explode instantly.
Required: perk Grenadier õ5, skill Grenade 30, level 11.

Grenadier: +2 Grenade skill.
Required: level 6.

*****

Pyrotechnist: -1 AP to plant traps, +1 to mine activation radius.
Required: perk Miner x10, skill Trap 50, level 16.

Autoplant: -1 AP to plant traps, on death automatically plants trap.
Required: perk Miner x5, skill Trap 30, level 11.

Miner: +2 Trap skill.
Required: level 6.

*****

Self Threatment: +30 HP, +5 HP Regeneration.
Required: perk First Àid x10, skill Medikit 52, level 17.

Doctor: Ability to heal other friendly units.
Required: perk First Àid x5, skill Medikit 32, level 12.

First Àid: +2 Medikit skill.
Required: level 7.

*****

Ultimate Survivor: +100 HP, +10 HP Regeneration.
Required: perk Increased Hitpoints õ40, perk Regeneration õ5,
perk Health, perk SuperHealth, level 54

Survivor: +50 HP, + 8 HP Regeneration.
Required: perk Increased Hitpoints õ30, perk Regeneration õ10,
perk MegaHealth, level 43

SuperHealth: +40 HP, +6 HP Regeneration.
Required: perk Increased Hitpoints õ20, perk Regeneration õ5,
perk Health, level 32.

MegaHealth: +30 HP, + 4 HP Regeneration.
Required: perk Increased Hitpoints õ10, perk Regeneration õ10, level 21.

Health: +20 HP, +3 HP Regeneration.
Required: perk Increased Hitpoints õ5, perk Regeneration õ5, level 11.

Increased Hitpoints: +7 HP.
Required: level 1.

Regeneration: +1 HP Regeneration.
Required: level 1.

*****

Left Hand Of Doom: +5% critical hit chance, +50% critical hit power.
Required: perk Critical Resistance õ10, perk Luck õ20, perk Heavy Hand õ20,
perk Right Hand Of Doom, level 52.

Right Hand Of Doom: +5% critical hit chance, +50% critical hit power.
Required: perk Luck õ20, perk Heavy Hand õ20, level 41.

Critical Resistance: +5% critical hit resistance.
Required: level 1.

Luck: +1% critical hit chance.
Required: level 4.

Heavy Hand: +5% critical hit power.
Required: level 4.

*****

Mule: +2 inventory slots, +50 weight.
Required: perk Strong Back õ10, perk Packer, level 12.

Packer: +2 inventory slots.
Required: perk Strong Back õ5, level 6.

Strong Back: +10 weight.
Required: level 1.

*****

Shelter: +2% Damage Resistance, -2% Poison Resistance per each unused AP, untill your next turn.
Required: perk Damage Resistance õ10, perk Turtle, level 12.

Turtle: +4% Damage Resistance, -4% Poison Resistance for each unused AP, untill your next turn.
Required: perk Damage Resistance õ5, level 6.

Damage Resistance: +2% Damage Resistance.
Required: level 1.

*****

Poison Resistance: +20% Poison Resistance.
Required: level 12.

Shock Resistance: +20% Shock Resistance.
Required: level 12.

Blind Resistance: +20% Blind Resistance.
Required: level 12.

*****

Sorry for my French ))

VictorML
07-31-2008, 02:49 PM
thx =] I m update now the guide of perks

HomeRnDrby1
08-25-2008, 08:22 PM
We're going to need some adjustments to this guide for recent updates:

Shock should be Stun
Self Treatment perk has been tuned down: only 2Hp turn and 20 Hp max

Still a very well thought out guide.

Nekojin
08-25-2008, 09:12 PM
Minor quibble: In American English, "knock out," means to render someone unconscious. We don't use, "knock out," to refer to taking a weapon away from someone - that's generally called disarming them.

This will probably cause some small amount of confusion to American players.

Carnage
08-26-2008, 09:58 PM
Minor quibble: In American English, "knock out," means to render someone unconscious. We don't use, "knock out," to refer to taking a weapon away from someone - that's generally called disarming them.

This will probably cause some small amount of confusion to American players.

Yeah, it should be called "Disarm".