Perks

**Perks** are special abilities, bonuses, and other character-defining elements picked by the player to round off their character. Perks are organized into 3 tiers of 14 perks. Therefore, there are 42 perks available to the protagonist. With each level up, the protagonist is awarded one perk point. However, the level cap in the game prevents one from getting every perk, so builds ought to be planned in advance.

Note: These perks are what are available to the player's character. For perks available to each companion, see Companion Perks.

## Main Character Perk List

#### Tier 1

Toughness: +50% Base Health. "You've grown healthier in your time outside of stasis."

Slow the World: +25% Tactical Time Dilation Meter Max. "Tactical Time Dilation lasts longer. Surely this is normal."

Lone Wolf: +25% Damage when alone in party. "Sometimes you are the only person you can trust, and that's okay. You deal increased damage when adventuring alone."

Strider: +25% Walk Speed. "Years of Adrena-Time use have left a permanent pep in your step."

Cheetah: +20% Sprint Speed. "They're not slow, you're just fast."

High Maintenance: +25% Weapon / Armor Durability Loss "You take better care of your weapons and armor than most people."

Precision: +15% Companion Crit Chance. "After some unsanctioned adjustments, the Workbench's sight adjustment tool is much more accurate."

All for One: +50% XP from Companion kills. "Your companions have a lot to teach you about killing."

The Negotiator: -25% Vendor Surcharges. "Being a shrewd negotiator may cost you some friends, but you make up for it in Bits."

Traveler: Unlocks the ability to Fast Travel when Encumbered. "You've become very efficient at transporting goods. Maybe you should have been born as a cargo hauler."

Quick And The Dead: +50% Tactical Time Dilation Recharge Rate. "Your Tactical Time Dilation meter recharges much faster."

Pack Mule: +50kg Carrying Capacity. "Increase your maximum Carrying Capacity."

A Few Bits More: +100% Additional Ammo stock on Vendors/+100% Additional Consumable stock on Vendors. "Vendors and Vending Machines have additional Ammo and Consumables available. This effect will happen the next time a Vendor or Vending Machine restocks."

Resilient: +10 Base Armor Rating. "You have a base Armor Rating which adds to any armor you can wear."

#### Tier 2

Run and Gun: -65% Movement Penalty to Accuracy. "Reduce the penalties to Accuracy when moving."

The Reaper: +25% Tactical Time Dilation Meter per Kill. "Gain some Tactical Time Dilation meter when you kill an enemy."

Weird Science: +50% Science Weapon Damage. "Increases damage dealt by Science Weapons."

Speed Demon: +25% Movement Speed during TTD. "Increase your movement and action speed when Tactical Time Dilation is active."

Scanner: +20% Bonus to Extra Headshot/Weak Spot Damage. "While using Tactical Time Dilation, you deal increased Weak Spot damage."

The Collector: +5m Interactable Highlight Range. "Increase the range at which all interactable objects around you highlight without requiring you to look directly at them."

Snake Oil Salesman: +20% Vendor Buying Price. "You have a way of convincing Vendors to pay you more Bits than they should."

We Band of Brothers: 25% Chance to reset a Companion Ability cooldown on each Critical Hit. "When you critically hit a target, you have a chance of immediately resetting the cooldown of a Companion Ability."

Tag Team: 25% Chance to reset a Companion Ability cooldown when using the other Companion's Ability. "Using a Companion Ability has a chance to reset the other Companion's Ability cooldown."

Rolling Thunder: -20% Companion Ability Cooldowns for each of your kills. "Killing an enemy reduces the remaining cooldown time of Companion Abilities."

Harvester: +15% Health Restored per Kill. "Restore some Health whenever you kill an enemy."

Hoarder: -50% Consumable Weight. "Significantly reduces the Weight of Consumables."

Pack of Pack Mules: +40kg Carrying Capacity Bonus from Companions. "Increase the Carrying Capacity bonus from your Companions."

Soliloquy: +10 Dialog Skills when solo. "Bonus to Dialog Skills when you have no Companions in your party."

#### Tier 3

Wild Science: +50% Science Weapon Damage. "Further increase the damage dealt by Science Weapons (stacks with Weird Science)."

Steady Hand: -100% Steady Hand: Ranged Weapon Sway/-100% Movement Penalty to Accuracy. "After killing an enemy, your Weapon Sway and Accuracy penalties while moving are reduced to zero for a short time."

Confidence: Confident: Your next attack is a guaranteed Critical Hit. "Killing an enemy makes your next shot a guaranteed Critical Hit."

Armor Master: +10% Armor Rating Bonus/+100% Skill Bonus. "Increase the Armor Rating and Skill bonuses from any armor you wear."

Super Pack Mule: +100kg Carrying Capacity. "Further increase your maximum Carrying Capacity."

Tactical Master: +70% Tactical Master: Movement Speed during TTD for 5s/UI: Implement StatusEffect Format: CustomTimeDilationStatusEffect. "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."

Revenge: +20% Revenge: Damage. "Whenever you are affected by a harmful Combat Effect, you deal increased Damage."

Last Stand: +30% Last Stand: Damage while under 25% Health. "When you are at low Health, you deal increased Damage."

Boom, Headshot!: Headshot kills deal 25% of their damage to enemies within 2.5m. "Headshot kills explode, damaging nearby enemies."

Don't Go Dyin' On Me!: Revive Companions to 25% Health/Cooldown: 15m. "When you use the Inhaler, any downed Companions are revived with a small amount Health."

Penetrating Shots: -10 Ranged Attacks inflict -1 Armor Rating for 10s, and can stack up to. "Your Ranged attacks reduce the target's Armor Rating by 1 point per hit. This effect lasts for a short time, and can stack multiple times."

Thick Skin: -15% Area of Effect Damage Received/-15% Plasma Damage Received. "All Area of Effect and Plasma damage dealt to you is reduced."

Tit For Tat: +15% Melee Damage returned as Health. "A small amount of Melee damage you deal is returned as healing."

Solo Sneaker: -33% Detection Radius of Enemies. "Reduce the detection radius of enemies when you have no companions in your party."