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== Perks by Source ==
 
== Perks by Source ==
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[[Captain Steele]] can gain several perks during the course of the game. There are different ways of gaining perks, including though character creation, character leveling, or the interaction with items, events and other means.
 
[[Captain Steele]] can gain several perks during the course of the game. There are different ways of gaining perks, including though character creation, character leveling, or the interaction with items, events and other means.

Revision as of 16:53, 3 December 2016

Perks by Source

Captain Steele can gain several perks during the course of the game. There are different ways of gaining perks, including though character creation, character leveling, or the interaction with items, events and other means.

For a quick list of gaining and removing perks, refer to the Perks List.


Character Creation Perks


This is a list of sexual perks selectable during character creation (limited to one per character).

Class-Specific Perks


This is a list of perks and abilities attained through the leveling system and divided by player class. Only one perk/ability out of the perks/abilities that have shared Levels can be selected during the leveling up process.


Smuggler

Perks
Level Name Description
2 Lucky Breaks Enemy attacks will have an extra 10% chance to miss you in combat, and gain some defense from evasion.
3 Escape Artist Converts the chance to escape from grapples to use your Reflexes stat rather than Physique. Conveys an additional minor chance to escape.
4 Agility Increases evasion granted via items by 50%, or provides a flat 10% evasion boost, whichever is higher.
5 Sharp Eyes Decreases the time required to recover from blinding effects, reducing their duration by one combat round.
6 Supply and Demand Reduces shopkeeper markups by 5% and markdowns by 10%.
Improved Agility Increases your evasion by an additional 10%.
7 Hidden Loot Increases inventory size by two slots.
Take Advantage Increase sneak attack and aimed shot base bonuses by 100%.
8 Heroic Reserves Raises your maximum energy reserves by 33, allowing you to use more special attacks before tiring.
9 Survival Instincts Removes Stunned, Staggered, and Knockdown effects when your HP drops below 50%. Also grants you a 100% escape chance if possible.
10 Cloak and Dagger Grants +5% evasion for one turn after landing a basic attack hit (melee or ranged).
11 Die Another Day Once per fight, when your Health drops below 50%, you automatically drop a free Flash Grenade and recover 25% of maximum Health and Energy.
12 Boundless Reserves Your base Energy increases to 150.
13 Silver Tongued Devil Increases resolve and sexiness by 1.
Special Abilities
Level Name Description
1 Flash Grenade
(Starter Ability)
Produce a rechargeable flash grenade and use it to blind your enemy. Better aim will increase the chance of success.
2 Shoot First When using a ranged attack during the first round of combat, gain an additional attack.
Low Blow Grants the ability to perform a melee strike with a high chance of stunning the target.
3 Sneak Attack Grants the ability to perform a melee attack with greatly increased damage against stunned or blinded targets. Higher intelligence provides additional bonus damage.
Aimed Shot Upgrades ranged attacks with greatly increased damage against stunned or blinded targets. Higher intelligence provides additional bonus damage.
4 Stealth Field Generator Grants the ability to massively increase evasion chance by 80% for four combat rounds.
Disarming Shot Grants the ability to disarm your target, rendering them unable to wield a weapon for four combat rounds.
5 Gas Grenade Grants the ability to throw a grenade designed to emit a lust-inducing smog. Deals lust damage to all enemies in combat.
Grenade Grants the ability to throw a grenade designed to emit high levels of thermal radiation. Deals Burning damage to all enemies in combat.
6 Quickdraw Equipping a new weapon no longer consumes your turn in combat.
Leap Up Allows you to easily and freely leap to your feet after being knocked prone.
7 Smuggled Stimulant Allows you to gain 25 energy per round for 3 rounds, once per combat encounter.
Burst of Energy Allows you to recover 60 energy, once per combat encounter.
8 Second Attack Allows you to make a second, low-accuracy attack whenever you perform a melee attack.
Second Shot Allows you to make a second, low-accuracy attack whenever you shoot a ranged weapon.
9 Alpha Strike Allows your first attack in any combat to be a critical hit.
Desperation Grants +7% critical hit chance when your HP drops below 50%. (This effect will remain for the duration of combat.)
10 Can Opener Grants a chance to sunder an enemy after landing a critical hit, reducing the effectiveness of their armor by 50%.
Mag Binders Grants the ability to throw a set of magnetic, self-guided restraints at the enemy, potentially stunning them for 1-3 rounds and dealing light shocking damage.
11 Twist The Knife Your Sneak Attack & Aimed Shot cause targets to bleed for 50% damage dealt for one turn. Triggering this multiple times in one turn can stack the bleed effect.
Booster Pack Grants the ability to take to the sky with backpack-mounted microboosters for four turns. While launching, make one flurry attack with a ranged weapon, and gain the ability to sneak attack or aimed shot non-flying targets while flying. For the duration of your flight, your evasion is temporarily increased.
12 Specialized Combatant Your bonus flurry attack for ranged or melee is upgraded to have full accuracy.
Second Striker Allows you to become comfortable making bonus flurry attacks with melee AND ranged attacks.
13 Assassinate Make a melee attack with extra damage that increases the more injured the target is. May stun survivors.
Called Shot Take aim at a target's head for additional level-scaled damage (unresistable), intelligence-scaled critical chance, and a chance to blind the target.


Mercenary

Perks
Level Name Description
2 Critical Blows Your strikes and shots gain a 10% chance of inflicting double damage on normal melee and ranged attacks.
3 Tough Resistance to Kinetic damage increased by 10%.
4 Juggernaut Grants a 25% chance to overcome any paralysis, stun or stagger effect every combat round.
5 Second Wind Grants the ability to recover half of your maximum HP and Energy once per combat encounter.
6 Tough 2 Increases Kinetic damage resistance provided by ‘Tough’ to 15% (+5%).
7 Iron Will Allows your physical fortitude to contribute slightly to your willpower, granting one point of willpower for every five points of physique.
8 Heroic Reserves Raises your maximum energy reserves by 33, allowing you to use more special attacks before tiring.
9 Heavily Armored Reduces the effectiveness of Sunder (and Sunder-like effects) on you by 50%.
10 Single Minded Increases willpower to maximum when your HP is below 50%.
11 Helldiver Increases resistance to burning damage by 10%.
12 Boundless Reserves Your base Energy increases to 150.
13 Second Skin When wearing power armor, +2 evasion and +1 resolve.
Special Abilities
Level Name Description
1 Headbutt (Starter Ability) A physique-based attack that does not factor in weapon damage but has a chance of stunning your target.
2 Bloodthirsty Melee attacks restore a few points of energy.
Armor Piercing Ranged attacks ignore the first few points of enemy defense.
3 Power Strike Grants the ability to perform a single melee attack for 200% normal damage
Rapid Fire Grants the ability to perform a ranged attack with two extra, reduced-accuracy shots.
4 Riposte Grants +15% evasion after any melee attack made for the remainder of the combat round.
Take Cover Grants the ability to avoid nearly all incoming ranged attacks for 3 combat rounds.
5 Carpet Grenades Grants the ability to toss out a handful of micro-grenades, damaging everything in a large area. Hits all enemies.
Detonation Charge Grants the ability to throw a focused detonation charge at an enemy for very high Burning damage. Focusing the charge restricts the blast radius to a single target.
6 Heavy Weapons Increases damage from physical, non-energy-based ranged weapons by 20%.
Low Tech Solutions Increases damage from physical, non-energy-based melee weapons by 20%.
7 Cleave Grants an extra, low-accuracy swing when fighting groups of enemies or "plural" type foes.
Concentrate Fire Allows consecutive ranged attacks to gain a bonus to damage.
8 Second Attack Allows you to make a second, low-accuracy attack whenever you perform a melee attack. Can stack with "Cleave".
Second Shot Allows you to make a second, low-accuracy attack whenever you shoot a ranged weapon.
9 Rending Attacks Allows your "Power Strike" to apply Sunder (reducing armor by 50%) and your "Rapid Fire" to Stagger your opponents (reducing physique, reflexes, aim, and intelligence by 10%).
Giant Slayer Grants +5% chance to critical strike foes who are 7 feet or taller.
10 Lunge Grants the ability to target most flying enemies with melee attacks and a low chance to stagger ground-bound foes.
Bigger Guns You can use Heavy weapons without needing to meet the physique requirements.
11 Sturm And Drang Grants the ability to make one melee strike that procs a volley of ranged attacks like 'Rapid Fire' ability with enhanced accuracy and critical chance.
Vaulting Strike Grants the ability to make a high damage melee attack that does +50% bonus damage to flying or tripped targets. One round cooldown.
12 Specialized Combatant Your bonus flurry attack for ranged or melee is upgraded to have full accuracy.
Second Striker Allows you to become comfortable making bonus flurry attacks with melee AND ranged attacks.
13 Blood Frenzy You enter a Blood Frenzy for 3 turns, and then make a melee strike against every enemy. While in the Frenzy, each melee hit you land deals bonus damage and restores Health based on damage dealt.
Tracer Rounds Load tracer ammunition that lasts for three turns, then make a full ranged attack. Grants a large increase to accuracy and additional burning damage while active.


Tech Specialist

Perks
Level Name Description
2 Shield Tweaks Grants your shield generator an additional 2 points of shield protection per level.
3 Static Burst Grants the ability to briefly overload your shield emitter. The burst shocks any enemies in close proximity, freeing you from grapples for a small energy cost.
4 Armor Tweaks Grants a 20% bonus to defense values provided by equipped armor.
5 Enhanced Dampeners Grants a 50% vulnerability reduction to damage absorbed by your shield generator.
6 Shield Regen Builds a redundancy into your shields that can reactivate them at 25% capacity once per fight after they drop.
7 Fight Smarter Improves melee and ranged accuracy by a small portion of your intelligence.
8 Heroic Reserves Raises your maximum energy reserves by 33, allowing you to use more special attacks before tiring.
9 Advanced Shielding Grants a defense bonus to your shields equal to 10% of your intelligence.
10 Rapid Recharge Grants passive shield regeneration on any turn where no damage is taken.
11 Perpetual Energy Automatically regenerate 1 energy when your shields absorb damage.
12 Boundless Reserves Your base Energy increases to 150.
12 Holofield Emitters Grants +1 sexiness and +2 resolve while your shields are active.
Special Abilities
Level Name Description
1 Paralyzing Shock
(Starter Ability)
An attack that allows you to paralyze a single foe. Characters with higher intelligence will have greater success using this skill.
2 Attack Drone Grants an attack drone that will automatically fire on your enemies every combat round as long as your shields are up. The drone will also bolster your shields with its own, raising your maximum shielding by three points per level. Grants acquired drones more damage.
Shield Booster Grants a further increase to your shield generator, providing an additional eight points of protection per level.
3 Overcharge Grants the ability to perform a single ranged attack for 200% normal damage. Higher intelligence will increase the chances to stun the target with the shot. Requires an energy weapon.
Charge Weapon Grants the ability to charge your melee weapon with electricity for even deadlier strikes!
4 Power Surge Grants the ability to restore a moderate amount of shielding and 33 energy. Usable once per combat at no cost.
Deflector Regeneration Grants the ability to restore a moderate amount of shielding and energy over four combat rounds. Usable once per combat at no cost.
5 Gravidic Disruptor Grants the ability to deal Unresistable damage to targeted enemies.
Thermal Disruptor Grants the ability to deal Burning damage to your foes. Deals higher base damage than Gravidic Disruptor, but some enemies may be resistant to Burning damage.
6 Gun Tweaks Allows you to do 20% additional damage with energy guns thanks to after-market modifications.
Weapon Tweaks Allows you to do 20% additional damage with melee energy weapons thanks to after-market modifications.
7 Charge Shield Allows you to infuse your shield with a destructive electrical charge that can blind your foes when struck or damage melee attackers. Costs 15 energy and expires after being triggered twice.
Shield Hack Allows you to spend 25 energy to hack an enemy's shield, dealing very high shield damage.
8 Second Attack Allows you to make a second, low-accuracy attack whenever you perform a melee attack.
Second Shot Allows you to make a second, low-accuracy attack whenever you shoot a ranged weapon.
9 Drone Control Grants any drone you control (whether you made or acquired it) a damage bonus equal to 25% of your Intelligence.
Deadly Shock Boosts the amount of electrical current used for Paralyzing Shock, allowing it to do a moderate amount of electrical damage on top of the stun effect.
10 Boosted Charges Enhances your gravidic and thermal disruptors’ damage, and also provides secondary effects. Gravidic Disruptor leaves a lingering field that reduces all kinetic damage dealt for three rounds. Thermal Disruptor has a chance of lighting your foes on fire.
Linked Emitters Grants 5% critical hit chance with energy weapons while your shields are up.
11 Overclock Grants the ability to overclock yourself into a hastened state for four turns, adding +5 evasion and an additional attack during basic melee or ranged strikes.
Deployable Turret Grants the ability to place a defensive turret on the field that will deal - and take - damage on its own.
12 Specialized Combatant Your bonus flurry attack for ranged or melee is upgraded to have full accuracy.
Second Striker Allows you to become comfortable making bonus flurry attacks with melee AND ranged attacks.
13 Molten Shot Massively overheat an energy weapon such that the shot deals large amounts of intelligence-scaled burning damage and applies a damage over time effect.
Static Strike Electrically overload a melee weapon for a single strike, dealing intelligence-scaled electricity damage that splashes onto other enemies. Automatically stuns robotic and heavily augmented foes.


General Perks


This is a list of perks that can be gained through item uses, special events or by other means.


Items

Buttslutinator:


Catnip:


Cerespirin:


Dumbfuck:


Foxfire/Frostfire:


Goblinola:


Gold Pill or Orange Pill:


Horse Pill:


Huskar Treat:


Lactaid Overdrive or DracoGuard Pill:


'Nuki Cookies:


'Nuki Nutbutter:


Red Pill or Orange Pill:


Rubber-Made:


Sterilex:

Sweet Sweat:

The Treatment:

Events

Dr.Badger's Bimbotorium:


Tanis' Bow Training:


New Texas Milk Barn (Millie's Stall):


Sera's Sex Party:


Queen Taivra's Palace:


Other

Mimbrane:


Red Venom Addiction:

See also