Category:Perks: Difference between revisions
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! Additional Requirement !! Level Req. !! Name !! Effect | |||
|- | |||
| || 3 || [[Educated]] || +3 skill points per [[Level|level]]. Skill points are given retro-actively for previous level-ups. | |||
|- | |||
| No [[Kamikaze]] taken || 3 || [[Dodger]] || +35 to your [[Armor Class]]. | |||
|- | |||
| || 3 || [[Heave Ho!]] || Your maximum thrown weapons range is as if you had 200% [[Throwing]] skill. | |||
|- | |||
| 100% [[Sneak]] || 3 || [[Ghost]] || Regaining of Sneak-Value is now 2 Hex/s faster. (Loss of Sneak-Value is still the same!) | |||
|- | |||
| || 3 || [[Adrenaline Rush]] || The lower your [[HP]] get, the more [[DT]] you get (up to +5). | |||
|- | |||
| 100% [[Traps]] || 3 || [[Light Step]] || 50% chance to avoid setting off a trap that you stepped on.<br>Also less likely to detonate a trap that you try to disarm. | |||
|- | |||
| 100% [[First Aid]] OR<br>100% [[Doctor]] || 3 || [[Living Anatomy]] || +3% crit chance<br>See exactly how much [[HP]] your teammates have. | |||
|- | |||
| || 3 || [[Man of Steel]] || +3 [[Luck]] for the purposes of resisting critical strikes. | |||
|- | |||
| || 3 || [[Improved Hemostasis]] || +20% [[Bleed Resistance]] | |||
|- | |||
| || 3 || [[Armor Efficiency]] || A partial armor bypass is 20% less severe for you. | |||
|- | |||
| 100% [[First Aid]] OR<br>100% [[Doctor]] || 3 || [[Faith Healer]] || Your patients (including yourself) get bandaged only at two thirds normal rate. You also consume basic med kits slower. | |||
|- | |||
| 100% [[First Aid]] OR<br>100% [[Doctor]] || 3 || [[Field Medic]] || 25 base [[AP]] less to heal with [[First Aid]] and [[Doctor]] | |||
|- | |||
| 100% [[First Aid]] OR<br>100% [[Doctor]] || 3 || [[Dr. Strangelove]] || 5% bonus resistance to explosive damage.<br>Heal 50 additional HP whenever you use the [[First Aid]] or [[Doctor]] skill. | |||
|- | |||
| || 3 || [[Medicinae Doctor]] || You unlock healing item perks with best of your [[First Aid]] and [[Doctor]] skills. | |||
|- | |||
| || 3 || [[Watchtower]] || You see to your front sides just as well as in front of you. | |||
|- | |||
| 100% [[Traps]] || 3 || [[Evil Scientist]] || +5% electric resistance.<br>If anybody except you tampers with your armed traps, they are in for a shocking surprise. | |||
|- | |||
| || 3 || [[Restless]] || [[AP+ Regen]] is increased by +5/s if you are in negative [[AP]]. | |||
|- | |||
| || 3 || [[Autonomous Regeneration]] || +5 to your [[Healing Rate]]. | |||
|- | |||
| || 3 || [[Bloodthirst]] || +50% decaying [[Run Speed]] upon killing an enemy. | |||
|- | |||
| || 3 || [[Quick Pockets]] || -50% [[AP]] cost when moving stuff around in your inventory. | |||
|- | |||
| || 6 || [[Sharpshooter]] || +2 bonus to [[Perception]] for the purposes of determining range modifiers. | |||
|- | |||
| || 6 || [[Quick Recovery]] || You recover 0.8 seconds faster from knockouts and knockdowns, and 20% faster from winded, suppression and disoriented effects. | |||
|- | |||
| || 6 || [[Weapon Handling]] || +2 to your [[Strength]] for the purposes of Strength checks when trying to wield weaponry. | |||
|- | |||
| || 6 || [[Hawk Eyes]] || +2 [[Perception]] for the purposes of determining [[Sight Range]]. | |||
|- | |||
| || 9 || [[Toughness]] || +5% Damage resistance against all damage types. | |||
|- | |||
| || 9 || [[Critical Strength (Perk)|Critical Strength]] || +15% [[Critical Strength]] | |||
|- | |||
| || 9 || [[Critical Perception (Perk)|Critical Perception]] || +15% [[Critical Perception]] | |||
|- | |||
| || 9 || [[Critical Endurance (Perk)|Critical Endurance]] || +15% [[Critical Endurance]] | |||
|- | |||
| || 9 || [[Critical Agility (Perk)|Critical Agility]] || +15% [[Critical Agility]] | |||
|- | |||
| || 9 || [[Nerves of Steel]] || +2 [[Luck]] (Instead of -2) for purposes of determining [[Critical Resistance]] and no [[DR]] penalty whenever you are disoriented, winded or suppressed. | |||
|- | |||
| || 12 || [[Lifegiver]] || +20 [[Hit Points]] | |||
|- | |||
| || 12 || [[Fearless]] || +5 [[Charisma]] for the purposes of resisting suppressive fire. | |||
|- | |||
| || 12 || [[Do or Die]] || Your [[AP+ Regen]] increases up to 5/s as your [[HP]] drops. | |||
|- | |||
| || 15 || [[Action Boy]] || +2 in [[Agility]] for the purpose of [[AP+ Regeneration]]. | |||
|- | |||
| || 15 || [[Bonus Rate of Fire]] || Weapon attacks costs 10% less [[Action Points]] to perform. | |||
|- | |||
| || 15 || [[Psychopath]] || Regenerate 50 [[AP]] for killing a player, half of that for NPC. | |||
|- | |||
| || 15 || [[Silent Hill Death]] || Up to +100% damage with your critical strikes but only if target [[HP]] is very low. (5% or less) | |||
|- | |||
| || 15 || [[Fast Reload]] || Weapon reloads costs 20% less [[Action Points]] to perform. | |||
|- | |||
| 100% [[Close Combat]] || 15 || [[Venomous Hands]] || All your melee attacks will inflict poison. | |||
|- | |||
| || 18 || [[Gain Strength]] || +1 [[Strength]] | |||
|- | |||
| || 18 || [[Gain Perception]] || +1 [[Perception]] | |||
|- | |||
| || 18 || [[Gain Endurance]] || +1 [[Endurance]] | |||
|- | |||
| || 18 || [[Gain Charisma]] || +1 [[Charisma]] | |||
|- | |||
| || 18 || [[Gain Intelligence]] || +1 [[Intelligence]] | |||
|- | |||
| || 18 || [[Gain Agility]] || +1 [[Agility]] | |||
|- | |||
| || 18 || [[Gain Luck]] || +1 [[Luck]] | |||
|- | |||
| 100% [[Throwing]] || 21 || [[The Impaler]] || Your spears now pierce multiple targets, assuming they line up properly. | |||
|- | |||
| || 21 || [[Street Samurai]] || CURRENTLY NOT WORKING. You are able to switch between 1 handed weapons without interuption and while moving with cooldown of 0.4s. | |||
|- | |||
| 150% [[Small Guns]] || 21 || [[Shotgun Surgeon]] || You are able to cripple targets without prejudice while using a shotgun. Instead of knocking back the target, you will now inflict crippling blows (If loaded with slugs, shotgun will act with default behavior). | |||
|- | |||
| 100% [[Throwing]]|| 21 || [[Grenadier]] || Grenades are no longer removed from your hand and util slots when thrown but base AP cost is increased by 25 AP. | |||
|- | |||
| 200% [[Small Guns]] || 21 || [[Simian Warfare]] || When at maximum [[Action Points]], you only have half the aim delay with [[Small Guns]]. | |||
|- | |||
| || 21 || [[PMS Defense]] || 10% of combat damage taken is converted to [[Bleed]] damage. | |||
|- | |||
| || 21 || [[Lazer Rifling]] || 5% increased to your hit-chance cap. | |||
|- | |||
| || 21 || [[Trick Shooter]] || Your aimed arm shots will send the weapon flying out of your victims hands instead of crippling them! | |||
|- | |||
| || 21 || [[Barricade Tactician]] || If you get any [[Cover]] bonus at all (including bonus from deployment) you get additional +10% on top. | |||
|} |
Latest revision as of 17:24, 14 October 2024
Additional Requirement | Level Req. | Name | Effect |
---|---|---|---|
3 | Educated | +3 skill points per level. Skill points are given retro-actively for previous level-ups. | |
No Kamikaze taken | 3 | Dodger | +35 to your Armor Class. |
3 | Heave Ho! | Your maximum thrown weapons range is as if you had 200% Throwing skill. | |
100% Sneak | 3 | Ghost | Regaining of Sneak-Value is now 2 Hex/s faster. (Loss of Sneak-Value is still the same!) |
3 | Adrenaline Rush | The lower your HP get, the more DT you get (up to +5). | |
100% Traps | 3 | Light Step | 50% chance to avoid setting off a trap that you stepped on. Also less likely to detonate a trap that you try to disarm. |
100% First Aid OR 100% Doctor |
3 | Living Anatomy | +3% crit chance See exactly how much HP your teammates have. |
3 | Man of Steel | +3 Luck for the purposes of resisting critical strikes. | |
3 | Improved Hemostasis | +20% Bleed Resistance | |
3 | Armor Efficiency | A partial armor bypass is 20% less severe for you. | |
100% First Aid OR 100% Doctor |
3 | Faith Healer | Your patients (including yourself) get bandaged only at two thirds normal rate. You also consume basic med kits slower. |
100% First Aid OR 100% Doctor |
3 | Field Medic | 25 base AP less to heal with First Aid and Doctor |
100% First Aid OR 100% Doctor |
3 | Dr. Strangelove | 5% bonus resistance to explosive damage. Heal 50 additional HP whenever you use the First Aid or Doctor skill. |
3 | Medicinae Doctor | You unlock healing item perks with best of your First Aid and Doctor skills. | |
3 | Watchtower | You see to your front sides just as well as in front of you. | |
100% Traps | 3 | Evil Scientist | +5% electric resistance. If anybody except you tampers with your armed traps, they are in for a shocking surprise. |
3 | Restless | AP+ Regen is increased by +5/s if you are in negative AP. | |
3 | Autonomous Regeneration | +5 to your Healing Rate. | |
3 | Bloodthirst | +50% decaying Run Speed upon killing an enemy. | |
3 | Quick Pockets | -50% AP cost when moving stuff around in your inventory. | |
6 | Sharpshooter | +2 bonus to Perception for the purposes of determining range modifiers. | |
6 | Quick Recovery | You recover 0.8 seconds faster from knockouts and knockdowns, and 20% faster from winded, suppression and disoriented effects. | |
6 | Weapon Handling | +2 to your Strength for the purposes of Strength checks when trying to wield weaponry. | |
6 | Hawk Eyes | +2 Perception for the purposes of determining Sight Range. | |
9 | Toughness | +5% Damage resistance against all damage types. | |
9 | Critical Strength | +15% Critical Strength | |
9 | Critical Perception | +15% Critical Perception | |
9 | Critical Endurance | +15% Critical Endurance | |
9 | Critical Agility | +15% Critical Agility | |
9 | Nerves of Steel | +2 Luck (Instead of -2) for purposes of determining Critical Resistance and no DR penalty whenever you are disoriented, winded or suppressed. | |
12 | Lifegiver | +20 Hit Points | |
12 | Fearless | +5 Charisma for the purposes of resisting suppressive fire. | |
12 | Do or Die | Your AP+ Regen increases up to 5/s as your HP drops. | |
15 | Action Boy | +2 in Agility for the purpose of AP+ Regeneration. | |
15 | Bonus Rate of Fire | Weapon attacks costs 10% less Action Points to perform. | |
15 | Psychopath | Regenerate 50 AP for killing a player, half of that for NPC. | |
15 | Silent Hill Death | Up to +100% damage with your critical strikes but only if target HP is very low. (5% or less) | |
15 | Fast Reload | Weapon reloads costs 20% less Action Points to perform. | |
100% Close Combat | 15 | Venomous Hands | All your melee attacks will inflict poison. |
18 | Gain Strength | +1 Strength | |
18 | Gain Perception | +1 Perception | |
18 | Gain Endurance | +1 Endurance | |
18 | Gain Charisma | +1 Charisma | |
18 | Gain Intelligence | +1 Intelligence | |
18 | Gain Agility | +1 Agility | |
18 | Gain Luck | +1 Luck | |
100% Throwing | 21 | The Impaler | Your spears now pierce multiple targets, assuming they line up properly. |
21 | Street Samurai | CURRENTLY NOT WORKING. You are able to switch between 1 handed weapons without interuption and while moving with cooldown of 0.4s. | |
150% Small Guns | 21 | Shotgun Surgeon | You are able to cripple targets without prejudice while using a shotgun. Instead of knocking back the target, you will now inflict crippling blows (If loaded with slugs, shotgun will act with default behavior). |
100% Throwing | 21 | Grenadier | Grenades are no longer removed from your hand and util slots when thrown but base AP cost is increased by 25 AP. |
200% Small Guns | 21 | Simian Warfare | When at maximum Action Points, you only have half the aim delay with Small Guns. |
21 | PMS Defense | 10% of combat damage taken is converted to Bleed damage. | |
21 | Lazer Rifling | 5% increased to your hit-chance cap. | |
21 | Trick Shooter | Your aimed arm shots will send the weapon flying out of your victims hands instead of crippling them! | |
21 | Barricade Tactician | If you get any Cover bonus at all (including bonus from deployment) you get additional +10% on top. |
Pages in category "Perks"
The following 56 pages are in this category, out of 56 total.