Perks: Difference between revisions
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|'''Wealthy Upbringing''' | |'''Wealthy Upbringing''' | ||
|Start with an heirloom weapon, removed sanity cap. Stay clear of filth and danger. | |Start with an heirloom weapon, removed sanity damage cap. Stay clear of filth and danger. | ||
|Upbringing | |Upbringing | ||
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|'''Natural Style''' | |'''Natural Style''' | ||
|All melee weapons that attack at range have a little bit extra reach when you wield them. | |All melee weapons that attack at range have a little bit extra reach when you wield them. Increases max sanity, as well as helps lower sanity damage from environment. | ||
|Upbringing | |Upbringing | ||
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|'''Medical Expertise''' | |'''Medical Expertise''' | ||
|Lower addiction chance, higher threshold for chemicals. | |Lower addiction chance, higher threshold for chemicals. Also used as a bypass perk for using many health related systems such as sleepers, health scanners, and chemical dispensers. | ||
|[[Lifeline Technician]], [[Psychologist]], [[Medical Doctor]], [[Chief Biolab Overseer]], | |[[Lifeline Technician]], [[Psychologist]], [[Medical Doctor]], [[Chief Biolab Overseer]], | ||
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Revision as of 23:11, 28 October 2024
Overview
Perks are special attributes that are gained or lost through your Job, your background, or through assorted circumstances. Most of these are permanent, so it may be worth your while to decide what type of overall character you'd like before going after some of these.
Perk Listing
Racial Perks
Perk | Description | Source |
---|---|---|
Last Stand | On-demand pain relief. 15m cooldown. | Sablekyne Racial |
Bone Plated | Higher pain tolerance. | Sablekyne Racial |
Brawny Build | Knockdown immunity to all mobs when walking. | Sablekyne Racial |
Sudden Brilliance | MEC/COG/BIO boost, 25m cooldown. | Mar'qua Racial |
Inspired Intellect | Gain inspiration much faster. | Mar'qua Racial |
Adapted Nervous System | Increased NSA and cannot become addicted. | Mar'qua Racial |
Tenacity | On-demand mild heal and painkiller, 15m cooldown. | Human Racial |
Will to Survive | On-demand organ heal, 30m cooldown. | Human Racial |
Inspiring Battlecry | Temporary combat stat boost to everyone within hearing range. | Human Racial |
Enhance Senses | TGH/VIG boost and can see within the darkness for a short amount of time, 15m cooldown. | Kriosan Racial |
Instinctual Skill | Can use most ranged weapons in one hand with no penalties. | Kriosan Racial |
Reckless Frenzy | Massive TGH/ROB boost, Massive COG/VIG/MCH/BIO decrease, 15m cooldown. | Akula Racial |
Iron Flesh | Will never have bullets or objects embed into your body. | Akula Racial |
Adrenaline Burst | Movement speed boost, 15m cooldown. | Naramad Racial |
Hydration Reliance | Drinking water heals you slowly over time. | Naramad Racial |
Born Warrior | Proficient with melee weapons, they never embed in a enemy. | Naramad Racial |
Purge Toxins | On-demand toxins and addictions cleanse, 15m cooldown. | Cindarite Racial |
Uncanny Resilience | On-demand infection heal/stabilizer, 30m cooldown. | Cindarite Racial |
Second Skin | No slow down from wearing heavy armor, and can instantly put it on or take it off. | Cindarite Racial |
Smuggled Circuit | Acquire a turret circuit that then be turned into a turret. 12h(!) cooldown. | Opifex Racial |
Smuggled Patch Kit | Personnel IFAK. 12h(!) cooldown. | Opifex Racial |
Smuggled Tools | On-demand filled Tool Belt spawn of power tools. 12h(!) cooldown. | Opifex Racial |
Smuggled Medicine | On-demand filled Tool Belt spawn of medicine. 12h(!) cooldown. | Opifex Racial |
Smuggled Armaments | On-demand filled Tool Belt spawn of security items and stun gadgets. 12h(!) cooldown. | Opifex Racial |
Scuttlebug | Faster movement speed. | Cht’mant Racial |
Chitin Armor | Better physical resistance. | Cht’mant Racial |
Produce Ichor | Can make advanced med kits at the cost of nutrition. | Cht’mant Racial |
Background Perks
Kin to the Spiders | Lose Roach faction, gain Spider faction. | Cht’mant Upbringing |
Spin Webs | Spawn a web tile centered on yourself. 5s cooldown. | Kin to the Spiders |
Sol Born | Higher addiction chance, lower tolerance for chemicals. | Homeworld |
Klutz | Clumsy trait. Guns/melee backfire on you. | Upbringing |
Chem Addict | Higher addiction chance, higher tolerance for chemicals. | Upbringing |
Sure Step | Lower chance to set off traps/mines, prevents tripping on underplating. | Career |
Raider's Leap | Faster climbing. | Career |
Unclean Living | Mild healing when smoking. | Homeworld |
Lead Blood | Lower damage from toxins. | Homeworld |
Rough Life | Defense against explosions and tripping. | Upbringing |
Nightcrawler | Normal walk speed when in darkness. | Upbringing |
Quiet as a Mouse | All sound from actions is quieter. | Homeworld |
Green Thumb | Easier identification and analysis of all plants without device. | Homeworld |
Lungs of Iron | Lower oxygen requirement. | Career |
Fast Fingers | Silent pickpocketing from certain body slots. | Career |
Nepotism | You receive more credits in paychecks. | Career |
Lazarus Protocol | Chance of revival to unconsciousness on death with mild heal. | Augmentation |
Holy Light | Holy aura that lightly heals those of the Absolute around you. | Admin only |
True Faith | Protects and reduces damage taken as a member of the Absolute. | Augmentation |
Linguist | Can speak one more language than the average person. | Upbringing |
Nihilist | This increases chance of positive breakdowns by 30% and negative breakdowns by 20%. Seeing someone die has a random effect on you: Sometimes you won’t take any sanity loss and you can even gain back sanity, or get a boost to your cognition | Upbringing |
Idealist | Your Insight gain is faster when you are around sane people and they will recover sanity when around you. When you are around people that are low on health or sanity, you will take sanity damage | Unknown |
Wealthy Upbringing | Start with an heirloom weapon, removed sanity damage cap. Stay clear of filth and danger. | Upbringing |
Exact Values | Unlike most people you can fully visualize your own stats, owing to your greater grasp of the concepts. This is in addition to knowing exactly how likely you were to fail after failing some tasks. This ability does not extend to medical matters, wounds or similar. | Settings or Upbringing |
Bloodlust Aura | When more simple-minded combatives evaluate you, they will target you immediately | Upbringing |
Natural Style | All melee weapons that attack at range have a little bit extra reach when you wield them. Increases max sanity, as well as helps lower sanity damage from environment. | Upbringing |
Job Perks
Exotic Inspiration | MEC/COG boost when drunk. | Guild Master, Guild Adept |
Handyman | Deconning any salvageable object gives refined scrap. Also increased chances of more rare materials. | Guild Master, Guild Adept |
Hyperzine Injections | Hyperzine injection, 15m cooldown. | Chief Executive Officer |
Market Professional | By looking at a item, you can tell what its price is. | Cargo Technician |
Medical Expertise | Lower addiction chance, higher threshold for chemicals. Also used as a bypass perk for using many health related systems such as sleepers, health scanners, and chemical dispensers. | Lifeline Technician, Psychologist, Medical Doctor, Chief Biolab Overseer, |
Ear of Quicksilver | Larger hearing radius, higher damage from noise. | Ranger |
Expert Scavenger | Chance of rare items from trash piles. | Prospector, Salvager, Expedition Foreman |
Anomaly Hunter | Hints at the perk that a oddity holds. | Prospector, Salvager, Expedition Foreman |
Immovable Object | Knockdown immunity against mobs when walking. | Blackshield Commander, Warrant Officer |
Sommelier | Immunity to becoming drunk with the Premier's super secret booze stash, and gives a TGH boost for ten minutes. | Premier |
Rough and Tumble | As a prospector you've been through it all. Spider bites, random cuts on rusted metal, animal claws, getting shot and even set on fire. As a result you resist every type of damage just a little bit better than salvagers. | Prospector |
Blackshield Conditioning | Thanks to special training received in the course of employment within the Blackshield your body is a bit more resistant to brute force damage and burns due to proper conditioning. | Trooper |
Key Smith | With a massive collection of keys, you can access many areas. However, finding the right key tends to take time... And you haven't been given all the keys to the place. | Janitor |
Artist | You have a lot of expertise in making works of art. You gain more insight from any and all sources. However, you only improve by creating works of art. | Artist |
Random Perks
Revival Sickness | Decrease to mental/all stats, reduction in defense against all damage, increasing with times died. 30m cooldown. Rest while in a chair or bed to decrease cooldown. | Death |
Fungal Host | Take toxin damage and inflict toxin damage to those around you at a recurring interval. | Oddities |
Gunslinger | Faster firing speed for one handed weapons. | Oddities |
True Grit | Higher pain tolerance. | Oddities |
Springheel | Faster movement speed. | Oddities |
Natural Armor | Higher physical damage resistance. | Oddities |
Thin Skin | Lower physical damage resistance. | Oddities |
Toxic Resistance | Higher toxic damage resistance from weapons, not chems. | Oddities |
Shell Shock | Lowered ROB/TGH/VIG stats. | Oddities |
Failing Mind | Lowered COG/MCH/BIO stats. | Oddities |
Sharpened Mind | Boosted COG/MCH/BIO stats. | Oddities |
Inner Strength | Boosted ROB/TGH/VIG stats. | Oddities |
Snackivore | Eating trashlike foods turns them into omnizine | Oddities |
Will to Power | Extra health | Oddities |
Will of Iron | Extra NSA and less being able to addicted to chemicals | Oddities |
Survivor | Witnessing death doesnt give you paranoia as much. | Oddities |
Terrible Fat | If you die with people around you. Everyone gets a sanity break. | Oddities |