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[ Perks ]
Perk Points Left: 36
Level 0 Perks
| Speed Loader | Requirements Level 0, Agility 6: Loading and reloading has never beeer, gain the ability to load magazi a substantially faster speed and see a det increase to your reload speed. +50% to magazine loading speed and +35% to reloading speed.
Level 2 Perks
| Cat Eyes | Requirements Level 2, Perception 6, Stealth 30: Grants low light vision.
Level 6 Perks
| Nature Affinity Rank 2 | (Ranks 3) Requirements Level 6, Charisma 6, Survival 85: Your nature affinity will improve further and because of that animals and other such creatures will now find your presence pleasant. Last but not least, they are much more receptive to you and uand you to aent.
| Nature Affinity Rank 3 | (Ranks 3) Requirements Level 6, Charisma 6, Survival 85: Your nature affinity will improve even further causing animals and other such creatures to e to your aid in your time of need. On top of that, they are even more receptive to you and you also gain the ability to create a special type of bond with the creatures of nature. However, this bond only be created between you and the desired creature when both of you trust each other entirely. Once a bond has beeablished between you and your panion, the two of you will be able to unicate telepathically with each other, no matter the distaweewo of you. Lastly, for every bond you establish, you gain a +1 to charisma.
Level 12 Perks
| Another Skill Talent | Requirements Level 12: Gain a fourth skill talent to distribute wherever you please.
| Iron Fist | Requirements Level 12, Endurance 6, Strength 6: Your fists will increase in hardness and strength and you gain +20% to unarmed damage.
Level 14 Perks
| Infiltrator | Requirements Level 14, Agility 4, Perception 7, Stealth 45: When you are infiltrating, you are harder to deted you move 10% faster. On top of that, your stealth attacks do 35% more damage.
| Patcher | Requirements Level 14, Repair 45: Gain the ability to magically repair any item using random junk.
| Recipe Improvement | Requirements Level 14, Medie 60: All aid, chemicals, and drugs you produce or use are twice as effective. +100% Aid, chemical, and drug positive effects and their duration.
| Smash & Bash | Requirements Level 14, Strength 3, Ballistic ons 50, Energy ons 50: +25% ted on bashing damage.
Level 16 Perks
| ando | Requirements Level 16, Ballistic ons 35, Energy ons 35, Explosives 35, Melee ons 35, Unarmed 35: +25% Accuracy, +10 to energy ons, +10 to explosives, +10 to melee, +10 to unarmed.
| Lady Killer | Requirements Level 16, Charisma 5: Deal 15% more damage against female oppos and gain simir bes to the Sex Appeal trait when dealing with females.
| Man Killer | Requirements Level 16, Charisma 5: Deal 15% more damage against male oppos.
| That's A Lot Of Damage | Requirements Level 16, Luck 7: +50% critical hit damage.
Level 18 Perks
| Calcutive Individual | Requirements Level 18, Sce 70: Reduces all stamina costs by 20% and increases your calcution ability by 100%.
| Explosives Expert | (Ranks 5) Requirements Level 18, Perception 5, Explosives 50: +20% explosive damage.
| Lighter Load | Requirements Level 18: All ons weighing 10 or more pounds will have their weight cut in half.
| Seasoned Soldier | (Ranks 5) Requirements Level 18, Agility 5, Intelligence 5, Perception 5: Gain many years of experieh all things firearms and their maintenand the taste of your cooking is enhanced. +5 to both repair and ballistic ons and +10% increase in both accurad range for ballistic ons.
Level 20 Perks
| Assassin | Requirements Level 20, Melee ons 80, Stealth 80: When attag a target unaware of your preseh a melee, unarmed, or thrown on, your crit ce is 100%. On top of that, stealth attacks deal 25% more damage.
| Quick Learner | Requirements Level 20, Intelligence 1: Gain experiee equivalent to your level. For example, if you are level 5, your experiee will increase by 5%.
| Ravager | Requirements Level 20: All kills restore some stamina aal energy.
| Thick Headed | Requirements Level 20, Endurance 6: Your limbs are 15% harder to cripple and the effects of crippling are 50% less. The lower your intelligehe higher the modifiers.
Level 22 Perks
| A Hunger For Knowledge | Requirements Level 22, Intelligence 4: Doubles the speed at which you read and receive the ability to learire tents of books by destroying them.
| Effit on Handling | Requirements Level 16, Strength 3: The stamina drain for on handling is reduced by half.
| Mutant Syer | Requirements Level 22: Deal 25% more damage against mutants.
| Savage | Requirements Level 22, Survival 85: +20% DT when taking damage from mutated animals, mutated is, and other such creatures and gain +25 to poisoance.
Level 24 Perks
| Ammo Depot | Requirements Level 24, Strength 7: Ammo and magazi reduced by 40%
| Heavy Gunner | (Ranks 5) Requirements Level 24, Strength 8, Ballistic ons 50, Energy ons 50, Heavy ons 50: +20% Damage and +10% accuracy when using heavy ranged ons.
| H.U.D. | Requirements Level 24: This perk grants you a izable heads up dispy that you use to visually track important information, such as your health and stamina, for example. You eve to track your quest objective with a holographie to show you the way. The H.U.D. and other elements be toggled on and off freely on the fly. +2 Perception.
| Resource Hoarder | Requirements Level 24, Strength 10: Resource weight is reduced by 40%.
Level 26 Perks
| Bone Head | Requirements Level 26, Endurance 9: 50% Less likely to be knocked out.
| Child Of Light | Requirements Level 26: +1 to agility, endurarength, and gain 1 health per sed when exposed to light.
| puter Whiz | Requirements Level 26, Intelligence 8, Sce 80: +100% to typing speed and gain the ability to basically perform magi a puter.
| Tough Skeleton | Requirements Level 26: +50% to bone durability and strength.
Level 28 Perks
| Cautious | Requirements Level 28, Perception 6: When not moving, your senses are heightened and you gain +2 perception.
| Grand Sm | Requirements Level 28, Strength 9, Melee ons 90: When swinging at an adversary's head with a two-handed melee on deal 100% more damage if the swing nds on the desired location.
| Metal Detector | Requirements Level 28, Perception 8: Acquire the ability to seals you sider of value are within a 100 meter radius that increases by 100 meters for every point in perception after 1 perception.
| Outdoorsman | Requirements Level 28, Survival 45: Gain experiend knowledge of a man who has spent most of his life outdoors. Additionally, when outdoors, your perception and agility receive a boost of +1.
Level 30 Perks
| I Smell Ammo | Requirements Level 30, Luck 6, Perception 7: Gain the ability to deteearby ammunition and find siderably more of it somehow.
| Mental Pressure | Requirements Level 30, Speech 50, Endurance 7, Strength 7: Your presence is intimidating and has the tendency to terrify. With the increase in your scary factor, you also gain the ability to trol it and manipute it however you like.
| Strong Back | Requirements Level 30, Strength 6, Endurance 6: +100 Carry weight.
| Tech Junkie | Requirements Level 30, Intelligence 10, Repair 100, Sce 100: Gain immediate uanding of any teology when touched, no matter its ins.
Level 32 Perks
| Braced | Requirements Level 32, Strength 7: While brag a on, any recoil you experience is signifitly reduced. Furthermore, your on accuracy is raised by 20% and +10% DT when brag.
| Leader Of The Pack | Requirements Level 32, Charisma 6: When in bat alongside your panions and your people, they deal 10% more damage.
| Peor | Requirements Level 32: Your attacks will have an added -15 DT ohis perk is taken.
| Water Breathing | Requirements Level 32: Gain the ability to breathe uer and no, you won't get gills.
Level 34 Perks
| Armor Smith | (Ranks 5) Requirements Level 34, Strength 8, Repair 100: All armors you've produodified are now 20% better across all parameters.
| Silent Steps | Requirements Level 34, Agility 8, Stealth 95: Your steps bee silent and no longer produce sound and vibrations unless you wish to.
| Warrior | Requirements Level 34, Agility 7, Endurance 7, Strength 7, Melee ons 70, Unarmed 70: The attack speed of all your melee and utacks are increased by 50% alongside your damage with those two categories.
| on Smith | (Ranks 5) Requirements Level 34, Strength 7, Intelligence 7, Repair 100: All ons you've produodified are now 20% better in all parameters.
Level 36 Perks
| Great Sword Preference | Requirements Level 36, Strength 10, Heavy ons 40: Your strength in bination with your preference for using heavy melee ons has unlocked the ability to exert your carry weight behind your swings. In addition, your damage output when using such ons is increased by 25%
| Lead Foot | Requirements Level 36, Endurance 7, Strength 7: Any vehicle that you are in go 25% faster and any damage you inflict with ys a is now increased by 25% as well.
| Quick Hands | Requirements Level 36, Agility 8: Your hands do everything they could before but at twice the speed.
| Sniper | Requirements Level 36, Ballistic ons 75: Gain a rge amount of sniping experiend, whenever you are aiming at a head, gain a +25% to your headshot accuracy. Alongside that, when you nd a headshot, the damage dealt to the target is increased by 35%.
Level 38 Perks
| Auto Loader | Requirements Level 38, Herculean Strength: Any ons you store in your item box are reloaded after a certain period. However, for this ability to fun you are required to have the ammo stored in your item box.
| ander | Requirements Level 38, Charisma 8, Speech 80: You gain exceptional leadership skills and charisma to match. Besides that, you will have a much easier time persuading others to join under you much more easily, and finally a +10% to all damage done by all forces under your and.
| Death From Above | Requirements Level 38, Ballistic ons 75, Energy ons 75: +50% More damage dealt when dealing damage above a target.
| Death Sense | Requirements Level 38, Perception 10: You've gaihe unique and incredibly useful ability to sense when life-threatening danger is near. +2 to Perception.
Level 40 Perks
| Healer | Requirements Level 40, Intelligence 8, Medie 85: +25% More effective healing.
| Regeion | Requirements Level 40, Endurance 10: This perk grants you the unnatural ability tee, so if you lose a limb or just want to rid yourself of some old scars, then man is this the perk for you. +100% to health regeion rate.
| Paiance | Requirements Level 40, Endurance 10: Acquire the ability to deal with an incredible amount of pain with little to no effort while also gaining a +5 to DT along with a +2 to endurance.
| Tech Scav | Requirements Level 40: When salvaging robots and other eleid teology, you have a very high likelihood of looting mostly intapos.
Level 42 Perks
| bat Medic | Requirements Level 42, Medie 35: The speed at which you do anything medical-reted is increased by 20%.
| Eagle Eye | Requirements Level 42, Perception 8: You've gaihe ability to see out to extreme distahis ability grows strohe higher your perception.
| Leave Nothing Behind | Requirements Level 42, Strength 6, Endurance 6: +1,000 to carry weight.
| Terminator | Requirements Level 42: Gain the ability to seamlessly drive and shoot accurately at the same time.
Level 44 Perks
| Gatling Gun Specialist | Level 44, Strength 10, Ballistic ons 80, Energy ons 80: All gatling-style ons gain a +25% damage increase and o longer overheat.
| Human Warehouse | Requirements Level 44: You gain +100% carry weight.
| Pleasure | Requirements Level 44: You've gaihe ability to induce pleasure in others via touch. be trolled at will as well as being able to trol how strong the pleasure felt is.
| Travel Heavy | Requirements Level 44, Survival 90: While wearing heavy armor, your movement speed is increased by 15% and your DT is raised by 3.
Level 46 Perks
| Fme Resistant | Requirements Level 46, Endurance 8: +25 Fire resistance.
| Ghost | Requirements Level 46, Stealth 100: While you're surrounded by darkness, you phase through objects for 10 minutes each day. The duration of this perk increases in duration by 1 minute for every 10 points ih beyond 100.
| Sed Wind | Requirements Level 46, Endurance 10: If your health reaches 1 or lower, it will restore back to full but this only happen once a month and that cooldown is lowered by 1 day for every 10 points of endurance you have beyond 10. This ability's cooldown is capped at 1 day which will happen at 300 endurance.
| Venom Resistance | Requirements Level 46, Endurance 5: +25 Poisoance.
Level 48 Perks
| Humaer | Requirements Level 48: Obtain the ability to smelt any ore or metal that is in your iory instantly and +1,000 to carry capacity.
| Ice Resistant | Requirements Level 48, Endurance 8: +25 Ice resistance.
| Leapfrog | Requirements Level 48, Agility 10: Your jump height is doubled and you gain the ability to double jump somehow.
| Tank ander | Requirements Level 48, Intelligence 9: You've gained intrinsiowledge of how to best and and use heavy armor, as well as a multitude of different strategies and tactics to use for varying sarios. +25% to armor, maximum speed, and damage output of all of your heavy armor units and forces. This perk affects all things that are sidered heavily armored such as heavy tanks, power armor, heavy css personal armor, warships that are heavily armored for their css, armunships, etc. Adding on to that, if you are wearing heavy armor and or piloting a craft that is within the specified category these bes apply to you too.
Damn, there are a ton of new perks, and from the brief look I had of them, I know I'm going to have a tough time deg which of them I want over the others. Oher hand, there are a number of them that are pretty much worthless to me, such as Patcher, for instance. Reason being I already possess a perk that basically has the same effect, though that one requires time to aplish the same thing.
Fihinking about that, I returo the beginning of the long list of the perks and started carefully weighing the positives aives of eae of them and whether it was worth taking it over the many other options I had ying right in front of me.
Starting with the level 0 perks, I'm going to pick up Speed Loader first si will be very useful for reloading any ons that take a pretty long time to reload, such as my Carl Gustaf and minigun.
Imagining myself reloading a recoilless rifle with lightning quick speed, I tinued on down the list and picked up Cat Eyes, so in the unlikely event my equipment was damaged or disabled at night or in a low light enviro I would still possess the ability to see. After that, I took a moment to ihe level 4 perks before quickly moving onto the level 6 perks because none of the level 4 perks stood out as something I absolutely had to have.
I have that egg I'm going to be raising, thus it would be wise to grab the two remaining ranks of Nature Affinity, so the little guy and I start off on the best foot possible when it someday hatches.
Spending two points easily, I tinued sing down the list until the level 12 perks where I picked up Another Skill Talent for obvious reasons and Iron Fist because having a fist as hard as iron sounded pretty legit. Moving right along from there, I arrived at the level 14 perks.
Infiltrator wouldn't be a bad choice, but I don't see it being all that useful to me at this given moment. That said, I'll keep it in the baind and pick it up if I have some points left over. Recipe Improvement, in trast, is a must have si will enhahe effects of whatever chems, drugs, and aid items I use and produce.
That perk will increase my gains by a huge amount and provide innumerable bes to myself and those I give my products to, and if I want, I take advantage of the enhanced effey products, making all other pharmaceuticals produced by others irrelevant.
Taking that perk, I looked to the level 16 perks and picked up Lady Killer simply for the extra charm it will provide me when dealing with the fairer sex. Besides that, I also acquired That's A Lot Of Damage for the huge damage boost it will give my critical hits.
A 20% redu to all stamina costs and a doubling of my calcution sounds pretty legit, so I'll add Calcutive Individual to my perk sele. Lighter Load will cut my primary ons' weights in half, thereby allowio carry a hell of a lot more shit wherever I go.
Taking that perk as well, I moved on to the level 20 perks. Although, not before taking note of Seasoned Soldier, food ever taste too good.
Yeah, I'm 100% taking Assassin, a guaranteed critical strike isn't something I pass on. And to go along with that pick, I'm going to grab Quick Learner for the increased experiee it provides that increases with eaew level up and Ravager which will keep me fighting for longer if not in the fight till I run out of eo sughter.
Done having my pick of the level 20 perks, I proceeded to the level 22 perks.
A Hunger For Knowledge would have been super useful back when I was undergoing my study and knowledge acquisition arc, but that is long over with, so the extra boost to my reading isn't all that worthwhile for me any longer. As for the other perks, I'll pick up Effit on Handling because I ever have enough stamina and Savage for the poisoa provides, though the additional 20% DT is oo.
The level 24 perks aren't bad per se, however there are better options ahead, hence I'll pass on these for now and look at the level 26 ones instead... These four are a hell of a lot more useful to me, Bone Head will make it harder for me to be knocked out which is something I'd rather avoid especially in the wastend since if I get khere's a good ce I won't be waking up.
I don't necessarily need Child Of Light, but the perk will increase my health regeion substantially, whi turn will cause my body and physical attributes to improve much faster from training. Additionally, since all it takes for it to be active is for me to be exposed to light, I'll be able to take advantage of its effeearly all the time.
puter Whiz is a new perk that wasn't in any of the three games and the +100% typing speed will be useful framming, research, hag the st of which isn't something I really o do any longer now that I have Meical Domination, and its other effect has me intrigued, so why not. As for the fourth perk Tough Skeleton, I'm taking it over other perks because I want tougher and stronger bones, I didn't break any bones iirety of my previous life and I don't pn oing it happen in this life if I help it.
With all four of level 26 perks selected, I looked at the level 28 perks o see if there were any of them I wao add to my curreion.
They're all great perks in their ht, but I've already spent more than half of the perk points I have avaible. So I'm going to o start being frugal with how I ihe rest of my points and out of the four perks here, Metal Detector is hands down the most useful and valuable to me, given my current life circumstances.
Thus, with that decided, let me check out the four... None of these stand out as something I gotta have. I'll for sure take Tech Junkie iure si will be extraordinarily useful when I someday raid Area 51 but if I were to take it now, it would be essentially useless to me seeing as there isn't a single piece of human tech within the fines of this uy that I do not uand.
Seleg that lone perk, I began iing the level 32 perks and out of the four; I ended up going with Braced simply due to the defense boost it gives me whenever I'm in bat and Leader Of The Pack because of the 10% damage increase it will give all of my rades when fighting alongside me.
When that bonus is applied one day to the many, many thousands of robots I pn building, let's just say I don't think anyone would want to be on the receiving end of their ons, including myself.
Of the level 34 perks I would love to have all four, particurly Armor Smith and on Smith however seeing as I how my bat phase will basically be nil for the several years it's kind of poio i in skills that won't be able to really prove their worth till the day I leave the uy for the wastend.
I could say the same for the other bat perks I've taken up to this point but they aren't just providing a 20% increase and will increase my bat power by a very substantial amount like in the case of Assassin with its ability to guarantee a critical strike. And since I've selected perks such as Assassin, it would only make seo take Warrior as well, si will further empower my previous choices.
Dohere, I moved my focus to the level 36 perks and saw two that immediately stood out to me.
Gotta have quick hands, doubling the speed of my hands is just too good to pass on and Sniper will make hitting headshots easier and increase the already high damage I inflict when normally targeting someone's head, twenty-six perk points ten more left to spend.
All of level 38's perks are great, but I'm going to have to go with ander for the damage upgrade it will provide to all my forces. Death Sense is another perk I 't skip, there ain't no way I pass on having a sixth sehat will warn me of danger.
tinuing onto the four perks, we got Healer, Regeion, Paiance, and Tech Scav. They're all det perks, Healer would be a great perk to have in my arsenal for when I'm dispensing aid to others and myself and because it raises effective healing, it would speed up my body's regeion.
In turn, lessening the time needed for my body to repair all the damage I deal to it every day from my daily workout and training regime that sometimes occurs multiple times a day depending on how much spare time I got.
However, when pared teion, it just 't pete and as much as I would like to add it to my picks, I think I would be better off spending the point elsewhere on a different perk. As for Tech Scav, it's entirely useless to me at this time since I'm almost entirely produg my own equipment and parts and doio no salvaging.
Ign that perk, I 't possibly do the same with Paiahe extreme pain I'm going to fa a short while from now is going to be the worst of yet with how many level ups I'm doing in one spurt. He would be wise to take advantage of everything I to lessen the amount of suffering I have to gh.
Allotting a point for each of those two perks, I turned my sights to the proceeding four.
Eagle Eye would allow me to spot foes from araordinarily long ways out, thereby increasing my survivability. In addition to that it would be useful for doing precision work and will be of help with le shooting. So I'll add it to the list and while I'm at it, I'll do the same for Leave Nothing Behind, ara 1,000 carry weight is too good to pass on.
I could've takeher Ammo Depot instead, but ara 1,000 carry weight is just simply better at this time, although that won't remain the case forever when I'm one day carrying a literal ammo depot around with me wherever I travel.
Proceeding to the level 44 perks, I looked at the bunch of them and quickly deduced which of them I wanted.
Yeah, I have to have Human Warehouse, doubling my carry weight will allow me to carry so much more. Aside from that, I'll take Pleasure, to make Alice's first time enjoyable though that won't be happening for another seven years. However, in the meantime I use it in the massages I give her after our workouts and training and whenever she requests them.
Hmm, I'm not too sure about this but I could probably use it as a torture method and for extrag information from said victims. Although there is only one gender I would be willing to use it on because there is no way I'd be participating in edging another man. Moving onto the perks, I'm going thost because why wouldn't want to phase through walls and shit.
Together with that perk, I'm going to select Sed Wind, for the simple fact that it's a lifesaver and a major trump card to have in my back pocket. Although I have no pn on using it nor putting myself in the kind of situation where it kicks in sihat's more than likely a death sente it's o know I have something to rely upon if shit ever hits the fan and bees that desperate.
Finally, I've arrived at the st four new perks, let's see if any of them are worth repg any of the previous perks I've already selected.
I want Tank ander, however I don't know whether it will affey of my robots. I sider them all heavily armored, but I don't know if the perk will or not, so it's kind of iffy. That said, I think the bes outweigh the s I have and if the robots I possess are sidered heavy duty enough, I always modify their pre-existing designs and up armor them until they qualify. Noerk should be sed out for it...
I'm not going to be doing any sort of killing anytime soo alone be seeing bat so I'll remer from my list and while I'm at it I'm going to repce Leave Nothing Behind with Humaer si does the same thing and also gives me the ability to smelt and refine resources in my iory. Probably won't really use since I have two not so small arc furnaces already, regardless it won't hurt to have.
All 36 of my perks points allocated, I started expl the rge, growing perk list in front of me to see if I wao modify my curreion of didates.
...
I've looked back over the whole list of perks multiple times now and overall, I'm satisfied with what I've chosen. That said, I wish I had more perk points at my disposal to spend sihere are a ton of perks I wish I could've taken... There's no point thinking about this further when I could be better spending my time pleting this level up aing back to the grind and tinuing tress towards my lofty goals.