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| - thumb|250px Perks werden in The Elder Scrolls V: Skyrim zum ersten Mal in der Elder Scrolls-Reihe eingesetzt. Sie sind vergleichbar mit dem Perk-System in Fallout. Bei jedem Stufenaufstieg bekommt der Spieler die Chance, einen neuen Perk auszuwählen. Jeder Perk hat bestimmte Voraussetzungen, die erfüllt sein müssen, damit es ausgewählt werden kann, etwa einen bestimmten Block- oder Kraftwert. Es gibt in Skyrim insgesamt 251 Perks. Bei jedem Level kann ein neuer Perk ausgewählt werden und jeder Perk soll dafür sorgen, dass die Spielfigur stärker ist.
- Perks zijn effecten die aan bepaalde voorwerpen toegevoegd kunnen worden met de Invention skill. Ze worden gecreëerd met onderdelen en een gizmo shell. De gizmo kan daarna aan een reeds bewerkt voorwerp toegevoegd worden, waardoor het voorwerp zelf de perks zal hebben. Perks kunnen ook weer ontmanteld worden om een aantal onderdelen terug te krijgen.
- News Flashback: Ex-PA Senator, Brightbill to get $72,430 annual retirement package.
- Perks are modifiers featured in the multiplayer aspects of Call of Duty 4: Modern Warfare, Call of Duty: World at War, Call of Duty: Modern Warfare 2, Call of Duty: Black Ops, Call of Duty: Black Ops (Nintendo DS), Call of Duty: Modern Warfare 3, Call of Duty: Black Ops II, Call of Duty: Ghosts, Call of Duty: Advanced Warfare, Call of Duty: Black Ops III, Call of Duty: Infinite Warfare and Call of Duty: Modern Warfare Remastered. They passively affect gameplay, allowing further customization of classes. They affect available equipment, effectiveness of the player's equipment, the speed the player's equipment can be used, the usefulness of the enemy's equipment, and the physical properties of the player's character.
- Perks are special bonuses that allow characters to do things above and beyond the normal capabilities provided by their base SPECIAL and skill. A perk allows you to become more powerful in a specialized way. Characters start with One Perk and Lesser Perk, and gain one of each per level. Characters may take any perks for which they meet the prerequisites. SPECIAL and Skill requirements assume base stats, not stats modified by chems, clothing or other temporary effects. A player can always purchase a Lesser Perk using a regular Perk.
- The system of Perks is a new gameplay mechanic introduced in Wolfenstein: The New Order and subsequently appearing again in Wolfenstein: The Old Blood, albeit slightly reworked.
- Mit den beiden Expansion Packs Shadowlands und Alien Invasion sind für jeden Besitzer dieser Packs neue Funktionen und Möglichkeiten hinzu gekommen, den eigenen Charakter zu verbessern - eine der wichtigsten Neuerungen stellen die Perks dar. Perks verbessern die Stat- und Skillwerte des Charakters und teilen sich in folgende Gruppen auf: Profession Perks, Group Perks und General Perks.
- Every time a level is gained, a point is granted to spend on a perk. However, points do not need to be used immediately; they can be saved for use later if the Dragonborn does not have the Skill Level required to have that perk. Most perks will have certain requirements before they can be chosen—for instance, perks after the first point in Shield Wall require a Block level of 20 or higher. High-end perks, such as Shield Charge, require a Block level of 100. Perks are detailed on the individual skill pages, along with their requirements.
- There are four different types of perks:
* Evolution Perks
* Also known as blue perks, evolution perks can unlock new buildings and technologies to help you reach the next age. These perks are always available and must be researched before you can see the next stage of evolution perks.
* Traveling Perks
* Also known as yellow perks, traveling perks come in two forms:
* Innovative perks, which act like inventions that all nuggets can use. For example, having better clothes to protect nuggets from the elements at the cost of slower movement speeds.
* Mutation perks, which change the very DNA of your nuggets. For example, requiring less need for food or water.
* These perks are randomized each time another perk is researched, but only one traveling perk will be
- Perks are effects added to weapons, armour, or tools with Invention. They are created by combining materials inside a gizmo shell. The resulting gizmo is attached to an item that has been augmented with an augmentor. __TOC__
- Perks are special accomplishments your hero can achieve in Champions Online. Unlike Missions, Perks are not about fighting crime or defeating evil masterminds, they are rewards for exploring the world, daredevil feats, and reaching various milestones in the game. Perks can be viewed in your Mission Journal under the Perks tab. Most Perks begin hidden and are only revealed when your hero has done something or gone somewhere related to the Perk. Part of the fun of Perks is simply finding them!
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abstract
| - Perks are effects added to weapons, armour, or tools with Invention. They are created by combining materials inside a gizmo shell. The resulting gizmo is attached to an item that has been augmented with an augmentor. Perks are created within three types of gizmo shells (weapon, armour and tool). Perks can be specific to a gizmo shell type or can be used in two or more gizmo shell types. For example, the Mobile perk is only used in a weapon or armour gizmo shell and not in a tool gizmo shell. Certain perks such as Efficient (a perk used to affect the drain rates of augmented armour, weapon, or tool items) are used in all gizmo shell types. Each item worn with an Efficient perk is affected individually. In the case of Crackling (a perk used in weapon or armour gizmo shells), one instance of this perk applied to a worn item will provide the effect in combat. Applying the Crackling perk to more than one worn item will not stack the effect of Crackling. __TOC__
- thumb|250px Perks werden in The Elder Scrolls V: Skyrim zum ersten Mal in der Elder Scrolls-Reihe eingesetzt. Sie sind vergleichbar mit dem Perk-System in Fallout. Bei jedem Stufenaufstieg bekommt der Spieler die Chance, einen neuen Perk auszuwählen. Jeder Perk hat bestimmte Voraussetzungen, die erfüllt sein müssen, damit es ausgewählt werden kann, etwa einen bestimmten Block- oder Kraftwert. Es gibt in Skyrim insgesamt 251 Perks. Bei jedem Level kann ein neuer Perk ausgewählt werden und jeder Perk soll dafür sorgen, dass die Spielfigur stärker ist.
- There are four different types of perks:
* Evolution Perks
* Also known as blue perks, evolution perks can unlock new buildings and technologies to help you reach the next age. These perks are always available and must be researched before you can see the next stage of evolution perks.
* Traveling Perks
* Also known as yellow perks, traveling perks come in two forms:
* Innovative perks, which act like inventions that all nuggets can use. For example, having better clothes to protect nuggets from the elements at the cost of slower movement speeds.
* Mutation perks, which change the very DNA of your nuggets. For example, requiring less need for food or water.
* These perks are randomized each time another perk is researched, but only one traveling perk will be displayed at a time.
* Rare Perks
* Also known as green perks, rare perks can unlock stronger benefits than those found in traveling perks. However, these perks will not always be shown in the evolution tower's perk menu. Thus if it appears, it's probably a good idea to research it.
* Ultra Rare Perks
* Also known as purple perks, ultra rare perks can unlock some of the most powerful benefits your civilization could ever have. However, these perks will be hard to find in the evolution tower's perk menu. If it appears, you should definitely research it.
- Mit den beiden Expansion Packs Shadowlands und Alien Invasion sind für jeden Besitzer dieser Packs neue Funktionen und Möglichkeiten hinzu gekommen, den eigenen Charakter zu verbessern - eine der wichtigsten Neuerungen stellen die Perks dar. Perks verbessern die Stat- und Skillwerte des Charakters und teilen sich in folgende Gruppen auf: Profession Perks, Group Perks und General Perks. Dabei sind in der Sparte Profession Perks nur Perklines enthalten, die für die gewählte Profession (beispielsweise Shade) enthalten sind und nur von dieser gelernt werden können. In der Sparte Group Perks sind Perklines enthalten, die sich verschiedene Professionen teilen (beispielsweise Shade, Adventurer, Enforcer, Engineer) und von den bezeichneten Professions gewählt werden können - es kann also durchaus ein Adventurer auf einen Shade treffen, der dieselbe Perkline für seinen Charakter gewählt hat. In der Sparte General Perks schließlich befinden sich alle restlichen Perklines, die von allen Professions gleichermaßen ausgewählt werden können. Hierbei werden alle durch Alien Invasion hinzugekommenen Perklines ebenso in die einzelnen Sparten unterteilt. Eine Perkline beinhaltet von drei bis zu zehn unterschiedliche Perks, die nach dem Erreichen einer bestimmten Levelstufe gewählt werden können, um ein zu schnelles Erstarken eines Charakters zu verhindern. Das erste Perk erhält ein Charakter, der im Besitz des Expansion Packs 'Shadowlands' ist, bereits mit Erreichen von Level 10, ab da erhält man alle 10 Level ein weiteres Perk zur freien Verwendung hinzu, ab Erreichen von Level 200 bis 220 schließlich ist es möglich, bei jedem neuen Level ein Perk zu vergeben. Charaktere mit dem Expansion Pack 'Alien Invasion' müssen für jedes neue Perk ein Alienlevel erreichen - was sich genauso wie das normale Leveln gestaltet, allerdings muss man dafür Aliens töten, keine normalen Mob, was nur auf der normalen Newbieinsel, bei Alien-Cityspawns, auf dem Alien-Playfield oder aber bei GM-gesteuerten Events möglich ist. Nutzbar wird das erste Perk mit Level 10, Alien-Experience kann man allerdings schon vorher sammeln (es empfiehlt sich, auf der Newbieinsel bequem die ersten beiden Alienlevel zu machen!).
- Perks zijn effecten die aan bepaalde voorwerpen toegevoegd kunnen worden met de Invention skill. Ze worden gecreëerd met onderdelen en een gizmo shell. De gizmo kan daarna aan een reeds bewerkt voorwerp toegevoegd worden, waardoor het voorwerp zelf de perks zal hebben. Perks kunnen ook weer ontmanteld worden om een aantal onderdelen terug te krijgen.
- News Flashback: Ex-PA Senator, Brightbill to get $72,430 annual retirement package.
- Perks are modifiers featured in the multiplayer aspects of Call of Duty 4: Modern Warfare, Call of Duty: World at War, Call of Duty: Modern Warfare 2, Call of Duty: Black Ops, Call of Duty: Black Ops (Nintendo DS), Call of Duty: Modern Warfare 3, Call of Duty: Black Ops II, Call of Duty: Ghosts, Call of Duty: Advanced Warfare, Call of Duty: Black Ops III, Call of Duty: Infinite Warfare and Call of Duty: Modern Warfare Remastered. They passively affect gameplay, allowing further customization of classes. They affect available equipment, effectiveness of the player's equipment, the speed the player's equipment can be used, the usefulness of the enemy's equipment, and the physical properties of the player's character.
- Perks are special bonuses that allow characters to do things above and beyond the normal capabilities provided by their base SPECIAL and skill. A perk allows you to become more powerful in a specialized way. Characters start with One Perk and Lesser Perk, and gain one of each per level. Characters may take any perks for which they meet the prerequisites. SPECIAL and Skill requirements assume base stats, not stats modified by chems, clothing or other temporary effects. A player can always purchase a Lesser Perk using a regular Perk.
- Every time a level is gained, a point is granted to spend on a perk. However, points do not need to be used immediately; they can be saved for use later if the Dragonborn does not have the Skill Level required to have that perk. Most perks will have certain requirements before they can be chosen—for instance, perks after the first point in Shield Wall require a Block level of 20 or higher. High-end perks, such as Shield Charge, require a Block level of 100. Skill prerequisites aside, most perks for a given skill depend upon a previously obtained perk. The exception being the starting perk, that must be obtained first in order to obtain any other perks for that skill. The skills of Destruction, Restoration, Alteration, Heavy Armor, Sneak, Lockpicking, Pickpocket, and Speech all have a perk dependency structure that is a rooted tree. Hence the term, perk tree. Other skills do not have perk trees, as they contain multiple paths converging on the same perk; trees do not grow this way, but the term is used nonetheless. Some perks in a tree cannot be obtained by looping around another path, after reaching the end of the tree. An example of this is on the Smithing tree. The Daedric Smithing perk, which comes before the Dragon Armor perk, cannot be obtained from the left side of the tree, despite the Dragon Armor perk being visibly joined to the Glass Armor perk. Perks are detailed on the individual skill pages, along with their requirements.
- Perks are special accomplishments your hero can achieve in Champions Online. Unlike Missions, Perks are not about fighting crime or defeating evil masterminds, they are rewards for exploring the world, daredevil feats, and reaching various milestones in the game. Perks can be viewed in your Mission Journal under the Perks tab. Most Perks begin hidden and are only revealed when your hero has done something or gone somewhere related to the Perk. Part of the fun of Perks is simply finding them! Completing a Perk grants a small resource and experience reward and some Perk Points. These points used to be used at special Perks Vendors in post-invasion Millennium City to buy special rewards.
- The system of Perks is a new gameplay mechanic introduced in Wolfenstein: The New Order and subsequently appearing again in Wolfenstein: The Old Blood, albeit slightly reworked.
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