This is the list of Perks that Ocher Bullion acquires during his journey.

Ocher's PerksEdit

Chapter Perk Type Level Name Description
Chapter 1 Level Perk Level 2 Horse Sense You are a swift learner. You gain an additional +10% whenever experience points are earned.
Chapter 1 Quest Perk Level 2 Pod Pony You grew up in a VR chair. You are far more educated than most (+2 skill points per level), but you have no experience with the real world (-10 to survival) and have seriously atrophied muscles (-1 strength). This will not stack with the educated perk.
Chapter 1 Quest Perk Level 2 Auroramancer 1 You may produce a spherical light (identical to your pip buck light) or a beam similar to a flashlight. With some concentration you may also produce a magical flare, temporarily reducing enemies perception.
Chapter 1 Companion Perk Level 2 To Serve and Protect While you are under the watchful eye of Officer Maple Sugar you gain a 3 point bonus to your DT. This effect stacks with armor, the toughness perk and any other effect that increases your DT.
Chapter 2 Level Perk Level 3 Auroramancer 2 The power of your light spells is increased by 50%. You may also create a stronger burst, identical to a flash-bang grenade. This blast is centered on you and is disorienting to use. Sunglasses weaken, but do not negate this spell.
Chapter 3 Level Perk Level 4 Crusader-- You have improved your ability to see distant locations, you may add two additional levels of magnification whenever you zoom in (eg. x5 binoculars may be used on x5 or x7 zoom)
Chapter 4 Level Perk Level 5 Scoundrel 1 You can use your wily charms to influence people - each rank raises your Speech and Barter skills by 5 points.
Chapter 4 Companion Perk Level 5 Echo Location By coordinating the targeting systems of your E.F.S. with Echo’s you can determine the distance of threats as well as direction.
Chapter 5 Level Perk Level 6 But I Am Weak And Helpless Due to your timid demeanor you generate 20% less threat from all actions and are less likely to be suspected of misdeeds.
Chapter 6 Level perk Level 7 Body Augmenting Telekinesis 1 You have developed an advanced skill at manipulating the living body with telekinesis. This allows you to continue holding objects while you maintain a magical cast and cast the heart attack spell at close range without S.A.T.S. assistance.
Chapter 6 Quest Perk Level 7 Once Bitten Your encounter with the ferals has caused a fundamental change in your body. You have grown a thicker coat and maintain a higher core temperature, making you more resilient to the cold.
Chapter 7 Level Perk Level 8 You Big, Dumb Meany! You can draw on considerable reserves of power when stressed. +1 str when your HP drops below 50%.
Chapter 7 Quest Perk Level 8 Soul Feeder A necromantic attack has left you permanently diminished, reducing your lifespan considerably, but you are now far more resistant to necromancy and other magic that targets your life force.
Chapter 8 Level Perk Level 9 Tough Hide (level one) The brutal experiences of the Equestrian Wasteland have hardened you. You gain +3 to Damage Threshold for each level of this perk you take.
Chapter 8 Quest Perk Level 9 Basic Ocular Biotic Your missing eye has been replaced by a crude synthetic. This device is tied into your PipBuck and allows access to all of its features remotely as well as increasing your Damage Threshold by 2. The primitive nature of this synthetic imparts a -1 penalty to your perception score and prevents you from wearing full helmets or eyewear.
Chapter 8 Companion Perk Level 9 Medical Engineer B.A.R.O.N.’s integrated systems allow for the creation of chemicals in the field. Once per day he may produce three doses of Buck, Dash, Turbo, Thermal, Regeneration Potion, Mintalls, one Health Potion or one Hydra.
Chapter 9 Level Perk Level 10 Stable Shot Your attacks are smooth, graceful and precise. You have a higher chance to score a critical hit on an opponent in combat, equivalent to 5 extra points of Luck.
Chapter 10 Level Perk Level 11 Empathy You have studied other ponies, giving you the inside knowledge of their emotional reaction to you. You will see the reaction level of the person you are talking to, when involved in an indepth conversation.
Chapter 11 Level Perk Level 12 Eclectic Memory You can glean more than most from out of body experiences. Viewing some memory orbs may bestow the same permanent benefits as reading skill books.
Chapter 12 Level Perk Level 13 Cannibal With this perk, you gain the option to eat a corpse to regain Health. But every time you feed, you lose Karma, and if the act is witnessed, it is considered a crime against nature.
Chapter 12 Quest Perk Level 13 Twice Bitten Your beastly nature has developed further. You gain the ability to use your nose to track prey. Your claws and teeth have grown enough to be used as viable, albeit small, weapons. And you gain increased benefits to health and physical abilities from eating meat.
Chapter 13 Level Perk Level 14 Piercing Buck Piercing Buck makes all of your Unarmed and Melee Weapons (including thrown) negate 15 points of damage threshold on the target.
Chapter 14 Level Perk Level 10 S.A.T.S. Guardian You have something watching your screens. On the initial round of combat you have an AP bonus (50% of AP gained by AGI) and you can 'carry over AP' even if you aren't the first in turn order.
Chapter 14 Companion Perk Level 15 Eagle Eye While Serrish is with you all ranged weapons can be counted as being Long Ranged.

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