
Shadowland Perks
One of the main additions to the Shadowlands Expantion are "Perks".
Perks are sets of skills you can learn to increase your skills
and to obtain special attacks. They work similar to Org contracts in
that you don't have to have anything special equipped to use them, once you
train a perk you get its benefits until you untrain it. This page will
serve to be a quick list of all the Perks and their stats.
Quick info on perks...
1. You get 1 "Perk Point" every 10 levels up to level 200 as well as 1 "Perk
Point" for every Shadowlevel ( 201-220)
2. Perks are Cumulative. If you get +10 from one perk and train the
next which says +20, you now have +30 in total but you must train perks #1-4
before you can train park #5
3. You can untrain 1 perk every 72 Real-time hours.
4. You can only train General Perks, or perks specific to your profession.
5. For many Perk Specials, the more you have trained in a perk line,
The stronger they get. eg) If you have trained 4/10 perks in a line and got
a special attack, that special attack will get more powerful if you keep
training the perks in that line until
10/10. I have tried to show this whenever
possible, but I didn't get a chance to test everything.
6. You must have Shadowlands to train perks, even if you can open the window
and see that you have perk points.
7. Once you have trained a perk that gives you a special attack, you can
find that attack in the actions menu just like you would Brawl or Full
Auto.
8. The attack skill of the attacking soldier perks specials use the same
Skill it raises as the attacking skill.
Heavy Ranged used Heavy Weapons
as its attack skill.
9. If a perk attack misses, it will unlock itself faster. Usually about 1/2
the time it normally takes to unlock.
10. To use a MG/SMG perk special attack, you must have a MG/SMG based weapon
on. To use a Shotgun perk special attack, you must have a Shotgun on,
....etc, etc, etc..
This chart is a work in progress. If you do some testing and get different
results, please email me and let me know
Non-General Soldier Perks
|
Colossal Health:
|
Level: |
Effect: |
| Colossal Health 1 |
10 |
+50 Life |
| Colossal Health 2 |
30 |
+85 Life |
| Colossal Health 3 |
60 |
+115 Life |
| Colossal Health 4 |
90 |
+150 Life |
| Colossal Health 5 |
130 |
+210 Life |
| Colossal Health 6 |
150 |
+290 Life |
| Colossal Health 7 |
190 |
+370 Life |
| Colossal Health 8 |
SL1 |
+480 Life |
| Colossal Health 9 |
SL2 |
+590 Life |
| Colossal Health 10 |
SL6 |
+840 Life |
|
Total: |
+3180 Life |
|
|
|
| Specials: |
Avaliable: |
Effect: |
| Blessing of Life |
Colossal Health 3 |
Team Heal: Locks for 50 seconds
Heals upto 900 - 900 with all 10 perks trained. (~100 pts heal per perk and
goes up) |
| Lifeblood |
Colossal Health 5 |
HoT: Locks for 5 min.
Heals 240 - 240, 14 ticks at 2 seconds |
| Draw Blood |
Colossal Health 9 |
Life Tap Attack: Locks for 60 seconds.
Hits target for 325-3525 MeleeAC while you recover 120% |
|
Heavy Ranged:
|
Level: |
Effect: |
| Heavy Ranged 1 |
20 |
+10 assault rifle, heavy weapons |
| Heavy Ranged 2 |
30 |
+12 assault rifle, heavy weapons |
| Heavy Ranged 3 |
60 |
+13 assault rifle, heavy weapons |
| Heavy Ranged 4 |
90 |
+15 assault rifle, heavy weapons |
| Heavy Ranged 5 |
140 |
+22assault rifle, heavy weapons |
| Heavy Ranged 6 |
180 |
+28 assault rifle, heavy weapons |
| Heavy Ranged 7 |
SL2 |
+40 assault rifle, heavy weapons |
| Heavy Ranged 8 |
SL5 |
+60 assault rifle, heavy weapons |
|
Total: |
+200 assault rifle, heavy weapons |
|
|
|
| Specials: |
Avaliable: |
Effect: |
| Laser Paint Target |
Heavy Ranged 2 |
Dodge Debuff: Locks for 30 seconds
-100 Target Dodge Range, 18 seconds |
| Weapon Bash |
Heavy Ranged 3 |
Req: Wielding Ranged Weapon
Low DD + Stun: Locks for 70 seconds
-41 to -92 Target Hp, 10% change to stun for 4 seconds. |
| Triangulate Target |
Heavy Ranged 5 |
Dodge Debuff: Locks for 45seconds
-400 Target Dodge Range, 30 seconds |
| Napalm Spray |
Heavy Ranged 7 |
DD + Debuff: Locks for 2 min
Hits target for -1513 to -4811 FireAC plus -8000 FireAC for 26 seconds |
|
Infantry:
|
Level: |
Effect: |
| Infantry 1 |
10 |
+6 Rifle; +1 fling shot; +10 Life |
| Infantry2 |
40 |
+7 Rifle; +1 fling shot; +19 Life |
| Infantry 3 |
60 |
+8 Rifle; +1 fling shot; +23 Life |
| Infantry 4 |
90 |
+9 Rifle; +1 fling shot; +27 Life |
| Infantry 5 |
120 |
+10 Rifle; +2 fling shot; +32 Life |
| Infantry 6 |
140 |
+11 Rifle; +2 fling shot; +36 Life |
| Infantry 7 |
160 |
+12 Rifle; +2 fling shot; +44 Life |
|
Total: |
+63 Rifle; +10 fling shot; +191 Life |
|
|
|
| Specials: |
Avaliable: |
Effect: |
| Armor Piercing Shot |
Infantry 2 |
DD + Debuff: Locks for 60 seconds
Hits Target for 66 Projectile AC plus -2000 All ACs debuff for 22 seconds. |
| Find the Flaw |
Infantry 5 |
Reqs: "Armor Piercing Shot" to be running on target.
DD: Locks for 45 seconds
Hits Target for 917-1703 ProjectileAC |
|
Power Up:
|
Level: |
Effect: |
| Power Up1 |
10 |
+10 ranged energy; +2 damage |
| Power Up 2 |
40 |
+10 ranged energy; +3 damage |
| Power Up 3 |
70 |
+12ranged energy; +3 damage |
| Power Up 4 |
100 |
+13ranged energy; +3 damage |
| Power Up5 |
130 |
+14 ranged energy; +3 damage |
| Power Up 6 |
150 |
+16 ranged energy; +4 damage |
| Power Up 7 |
180 |
+18 ranged energy; +4 damage |
| Power Up 8 |
SL1 |
+22 ranged energy; +6 damage |
| Power Up 9 |
SL3 |
+30 ranged energy; +8 damage |
| Power Up 10 |
SL5 |
+55 ranged energy; +14 damage |
|
Total: |
+200 ranged energy; +50 damage |
|
|
|
| Specials: |
Avaliable: |
Effect: |
| Energize |
Power Up 1 |
Self Damage Buff: Locks for 2 min
Adds +15-200 damage (increasing with #perks trained) for 1 min |
| Power Volley |
Power Up 3 |
Req: Have "Energize" Running
DD: Locks for 45 seconds
Hits Target for 139- 257damage EnergyAC |
| Power Shock |
Power Up 5 |
Req: Have "Energize" Running
DD + Stun: Locks for 45 seconds
Hits target for 755- 1401 damage Energy AC. with a 20% chance to stun for
4 seconds. |
| Power Blast |
Power Up 8 |
Req: Have "Energize" Running
DD + Dispell: Locks for 80 seconds.
Hits Target for 1195-2219 damage EnergyAC plus a 15% chance to to removed
a 4+ ncu Medical Nano and a 15% chance to remove a 4+ ncu Protection Nano
from the target. |
| Power Combo |
Power Up 10 |
Req: Have "Energize" Running and Have "Accelerate Decaying Quarks"
Running on target.
DD + Stun + Dispell: Locks for 60 seconds.
Hits target for 2845-5283 EnergyAC. 25% chance to stun for 4 seconds.
20% chance to remove a 15+ ncu Medial nano. 20% chance to remove a 15+
ncu protection nano |
|
Shotgun Mastery:
|
Level: |
Effect: |
| Shotgun Mastery 1 |
10 |
+10 shotgun; +2 damage |
| Shotgun Mastery 2 |
30 |
+10 shotgun; +3 damage |
| Shotgun Mastery 3 |
60 |
+12 shotgun; +3 damage |
| Shotgun Mastery 4 |
90 |
+13 shotgun; +4 damage |
| Shotgun Mastery 5 |
120 |
+14 shotgun; +4 damage |
| Shotgun Mastery 6 |
140 |
+16 shotgun; +5 damage |
|
Total: |
+75 shotgun; +21damage |
|
|
|
| Specials: |
Avaliable: |
Effect: |
| Leg Shot |
Shotgun Mastery 3 |
Reqs: "Bloodletting" to be running *to be more effectice*
DD + DoT: Locks for 48 seconds
Hits target for 248-462 damage ProjectileAC. Casts 60pt DoT for 15 ticks
at 2 seconds each. DoT increases to 120pts if "Bloodletting" is being
run on the target. |
|
SMG Mastery:
|
Level: |
Effect: |
| SMG Mastery 1 |
20 |
+10 SMG; +1 burst |
| SMG Mastery 2 |
40 |
+10 SMG; +1 burst |
| SMG Mastery 3 |
60 |
+12 SMG; +1 burst |
| SMG Mastery 4 |
80 |
+13 SMG; +1 burst |
| SMG Mastery5 |
100 |
+14 SMG; +2 burst |
| SMG Mastery 6 |
130 |
+16 SMG; +2burst |
| SMG Mastery 7 |
160 |
+18 SMG; +2 burst |
| SMG Mastery 8 |
190 |
+22 SMG; +3 burst |
| SMG Mastery 9 |
SL1 |
+30 SMG; +3 burst |
| SMG Mastery 10 |
SL3 |
+55 SMG; +4 burst |
|
Total: |
+200 SMG; +20 burst |
|
|
|
| Specials: |
Avaliable: |
Effect: |
| Reinforce Slugs |
SMG Mastery 2 |
Self Damage Buff: Locks for 5 min
Adds +40-270 damage (increasing with #perks trained) for 2 min |
| Jarring Burst |
SMG Mastery 5 |
DD + Stun : Locks for 55 seconds
Hits Target for 551 damage ProjectileAC plus 100% chance to stun for 2 seconds. |
| Solid Slug |
SMG Mastery 7 |
Req: Have "Reinforce Slugs" Running
DD: Locks for 1 min
Hits target for 835-3235 ProjectileAC |
| Neutronium Slug |
SMG Mastery 10 |
Req: Have "Reinforce Slugs" Running
DD: Locks for 55 seconds
Hits target for 3235 ProjectileAC |
|
Mountaineer:
|
Level: |
Effect: |
| Mountaineer 1 |
50 |
+12 adventuring; +4 strength, stamina; +15 Life |
| Mountaineer 2 |
110 |
+13 adventuring; +6 strength, stamina; +20 Life |
| Mountaineer 3 |
190 |
+15 adventuring; +7 strength, stamina; +55 Life |
| Mountaineer 4 |
SL2 |
+19 adventuring; +8 strength, stamina; +50 Life |
| Mountaineer 5 |
SL7 |
+31 adventuring; +10 strength, stamina; +95 Life |
|
Total: |
+90 adventuring; +35 strength, stamina; +215 Life |
|
|
|
| Specials: |
Avaliable: |
Effect: |
| Encase in Stone |
Mountaineer 3 |
Self Root + Buff: Locks for 6min
Rooted for 45 seconds. Buffed +7000 All Acs, 10% Crit
Resistance each for 30 seconds. |
| Detonate Stoneworks |
Mountaineer 5 |
Reqs: "Stoneworks" to be running on target.
DD: Locks for 15 seconds
Hits Target for 4975-11239 damage MeleeAC. Removes the Stonework's Root |
|
Special Forces:
|
Level: |
Effect: |
| Special Forces 1 |
20 |
+10 full auto; +8 burst, fling shot; +5 dodge; +1 duck, evade |
| Special Forces 2 |
50 |
+10 full auto; +8 burst, fling shot; +5 dodge; +1 duck, evade |
| Special Forces 3 |
70 |
+12 full auto; +10 burst, fling shot; +7 dodge; +1 duck, evade |
| Special Forces 4 |
90 |
+13 full auto; +11 burst, fling shot; +8 dodge; +2 duck, evade |
| Special Forces 5 |
110 |
+14 full auto; +12 burst, fling shot; +9 dodge; +2 duck, evade |
| Special Forces 6 |
130 |
+16 full auto; +14 burst, fling shot; +11 dodge; +4duck, evade |
| Special Forces 7 |
170 |
+18 full auto; +16 burst, fling shot; +13 dodge; +4 duck, evade |
| Special Forces 8 |
SL1 |
+22 full auto; +20 burst, fling shot; +19 dodge; +5 duck, evade |
| Special Forces 9 |
SL3 |
+30 full auto; +28 burst, fling shot; +23 dodge; +10 duck, evade |
| Special Forces 10 |
SL5 |
+55 full auto; +53 burst, fling shot; +50 dodge; +20 duck, evade |
|
Total: |
+200 full auto; +180 burst, fling shot; +150 dodge; +50 duck, evade |
|
|
|
| Specials: |
Avaliable: |
Effect: |
| Field Bandage |
Special Forces 1 |
Self Heal: Locks for 40 seconds
Heals for ??? (increasing with #perks trained) |
| Tracer |
Special Forces 3 |
DD + Debuff: Locks for 50 seconds
Hits Target for 87-161 damage ProjectileAC and a -200 dodge/duck/evade
debuff. |
| Contained Burst |
Special Forces 6 |
Req: Have "Tracer" Running on target * to be more effective*
DD: Locks for 2 min
Hits target for 927-1721 damage ProjectileAC. With "Tracer" running
on the target, damage increases to 1551-2881 |
| Violence |
Special Forces 8 |
Req: You have <25% health left. ( checked every 5-10 seconds)
Damage Buff: Locks for 5 min.
Buffs +200 all damage types, 18 ticks at 10 seconds each. (3 min). |
| Guardian |
Special Forces 10 |
Reflect Transfer: Locks for 5min.
Takes 55% reflect from you and gives +20% reflect to your target
for 40 seconds. |
|