Perks
Every 3 levels you choose a perk. Perks in the same group combine into a synergy bonus when you hold two of them.
| Perk | Effect | Synergy |
|---|---|---|
| Marksman's Eye | +3% critical hit chance. | Duelist's Focus (+4% crit) (with the reflexes group) |
| Adrenal Reflexes | +8 evasion. | Duelist's Focus (+4% crit) (with the marksman group) |
| Iron Hide | +2 defense. | Bulwark (+2 defense) (with the reinforced group) |
| Overclocked Cells | +50 reserve power. | Overcharged Reflexes (-3 cooldown) (with the twitch group) |
| Reinforced Frame | +15 max HP. | Bulwark (+2 defense) (with the ironhide group) |
| Twitch Systems | -5 turns on your ability cooldown. | Overcharged Reflexes (-3 cooldown) (with the overclock group) |
| Salvor's Luck | 1.25x scrip earned from kills. | Salvage Baron (1.15x more scrip) (with the scavinstinct group) |
| Hardened Plating | Resist corroded. | Hazard Ward (+15 speed) (with the thermal, radshield group) |
| Thermal Weave | Resist burning. | Hazard Ward (+15 speed) (with the hardplate, radshield group) |
| Rad Shielding | Resist irradiated. | Hazard Ward (+15 speed) (with the hardplate, thermal group) |
| Stim Efficiency | 1.3x self-healing. | Combat Medic's Sprint (+5 speed) (with the fleetfoot group) |
| Scavenger's Instinct | +3 carry weight. | Salvage Baron (1.15x more scrip) (with the salvor group) |
| Fleet of Foot | +10 speed. | Combat Medic's Sprint (+5 speed) (with the stimeff group) |