Category:Perks: Difference between revisions

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| No [[Kamikaze]] taken || 3 || [[Dodger]] || +35 to your [[Armor Class]].
| No [[Kamikaze]] taken || 3 || [[Dodger]] || +35 to your [[Armor Class]].
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| || 3 || [[Heave Ho!]] || Your maximum thrown weapons range is as if you had 200% Throwing skill.
| || 3 || [[Heave Ho!]] || Your maximum thrown weapons range is as if you had 200% [[Throwing]] skill.
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| 100% [[Sneak]] || 3 || [[Ghost]] || Regaining of Sneak-Value is now 2 Hex/s faster. (Loss of Sneak-Value is still the same!)
| 100% [[Sneak]] || 3 || [[Ghost]] || Regaining of Sneak-Value is now 2 Hex/s faster. (Loss of Sneak-Value is still the same!)
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| || 3 || [[Adrenaline Rush]] || The lower your HP get, the more DT you get (up to +5).
| || 3 || [[Adrenaline Rush]] || The lower your [[HP]] get, the more [[DT]] you get (up to +5).
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| 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% [[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.
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| 100% [[First Aid]] OR<br>100% [[Doctor]] || 3 || [[Living Anatomy]] || +3% crit chance<br>See exactly how much HP your teammates have.
| 100% [[First Aid]] OR<br>100% [[Doctor]] || 3 || [[Living Anatomy]] || +3% crit chance<br>See exactly how much [[HP]] your teammates have.
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| || 3 || [[Man of Steel]] || +3 Luck for the purposes of resisting critical strikes.
| || 3 || [[Man of Steel]] || +3 [[Luck]] for the purposes of resisting critical strikes.
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| || 3 || [[Improved Hemostasis]] || +20% bleed resistance
| || 3 || [[Improved Hemostasis]] || +20% [[Bleed Resistance]]
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| || 3 || [[Armor Efficiency]] || A partial armor bypass is 20% less severe for you.
| || 3 || [[Armor Efficiency]] || A partial armor bypass is 20% less severe for you.
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| || 3 || [[Fast Reload]] || Weapon reloads costs 10% less action points to perform.
| || 3 || [[Fast Reload]] || Weapon reloads costs 10% less [[Action Points]] to perform.
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| 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 || [[Faith Healer]] || Your patients (including yourself) get bandaged only at two thirds normal rate. You also consume basic med kits slower.
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| 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 || [[Field Medic]] || 25 base [[AP]] less to heal with [[First Aid]] and [[Doctor]]
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| 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.
| 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.
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| || 3 || [[Medicinae Doctor]] || You unlock healing item perks with best of your First Aid and Doctor skills.
| || 3 || [[Medicinae Doctor]] || You unlock healing item perks with best of your [[First Aid]] and [[Doctor]] skills.
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| || 3 || [[Watchtower]] || You see to your front sides just as well as in front of you.
| || 3 || [[Watchtower]] || You see to your front sides just as well as in front of you.
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| 100% [[Traps]] || 3 || [[Evil Scientist]] || +5% electric resistance.
| 100% [[Traps]] || 3 || [[Evil Scientist]] || +5% electric resistance.
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| || 3 || [[Restless]] || AP+ Regen is increased by +5/s if you are in negative AP.
| || 3 || [[Restless]] || [[AP+ Regen]] is increased by +5/s if you are in negative [[AP]].
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| || 3 || [[Radiating]] || [[Healing Rate]] shared with teammate if full HP. +3 Healing Rate
| || 3 || [[Radiating]] || [[Healing Rate]] shared with teammate if full HP. +3 Healing Rate
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| || 6 || [[Sharpshooter]] || +2 bonus to Perception for the purposes of determining range modifiers.
| || 6 || [[Sharpshooter]] || +2 bonus to [[Perception]] for the purposes of determining range modifiers.
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| || 6 || [[Quick Recovery]] || You recover 0.8 seconds faster from knockouts and knockdowns, and 20% faster from winded, suppression and disoriented effects.
| || 6 || [[Quick Recovery]] || You recover 0.8 seconds faster from knockouts and knockdowns, and 20% faster from winded, suppression and disoriented effects.
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| || 6 || [[Weapon Handling]] || +2 to your strength for the purposes of Strength checks when trying to wield weaponry.
| || 6 || [[Weapon Handling]] || +2 to your [[Strength]] for the purposes of Strength checks when trying to wield weaponry.
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| || 6 || [[Hawk Eyes]] || +2 Perception for the purposes of determining sight range.
| || 6 || [[Hawk Eyes]] || +2 [[Perception]] for the purposes of determining [[Sight Range]].
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| || 9 || [[Toughness]] || +5% Damage resistance against all damage types.
| || 9 || [[Toughness]] || +5% Damage resistance against all damage types.
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| || 9 || [[Critical Strength (Perk)|Critical Strength]] || +15% Critical Strength
| || 9 || [[Critical Strength (Perk)|Critical Strength]] || +15% [[Critical Strength]]
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| || 9 || [[Critical Perception (Perk)|Critical Perception]] || +15% Critical Perception
| || 9 || [[Critical Perception (Perk)|Critical Perception]] || +15% [[Critical Perception]]
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| || 9 || [[Critical Endurance (Perk)|Critical Endurance]] || +15% Critical Endurance
| || 9 || [[Critical Endurance (Perk)|Critical Endurance]] || +15% [[Critical Endurance]]
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| || 9 || [[Critical Agility (Perk)|Critical Agility]] || +15% Critical Agility
| || 9 || [[Critical Agility (Perk)|Critical Agility]] || +15% [[Critical Agility]]
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| || 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.
| || 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.
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| || 9 || [[Autonomous Regeneration]] || Your limbs have 40% chance of spontaneously regenerating every 10 seconds.<br>+2 to your healing rate.
| || 9 || [[Autonomous Regeneration]] || Your limbs have 40% chance of spontaneously regenerating every 10 seconds.<br>+2 to your [[Healing Rate]].
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| || 12 || [[Lifegiver]] || +20 Hit Points
| || 12 || [[Lifegiver]] || +20 [[Hit Points]]
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| || 12 || [[Fearless]] || +5 Charisma for the purposes of resisting suppressive fire.
| || 12 || [[Fearless]] || +5 [[Charisma]] for the purposes of resisting suppressive fire.
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| || 12 || [[Do or Die]] || Your AP Regen+ increases up to 5/s as your HP drops.
| || 12 || [[Do or Die]] || Your [[AP Regen+]] increases up to 5/s as your [[HP]] drops.
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| || 15 || [[Action Boy]] || +2 in Agility for the purpose of Action Point+ regeneration.
| || 15 || [[Action Boy]] || +2 in [[Agility]] for the purpose of [[AP+ Regeneration]].
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| || 15 || [[Bonus Rate of Fire]] || Weapon attacks costs 10% less action points to perform.
| || 15 || [[Bonus Rate of Fire]] || Weapon attacks costs 10% less [[Action Points]] to perform.
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| || 15 || [[Psychopath]] || Regenerate 50 AP for killing a player, half of that for NPC.
| || 15 || [[Psychopath]] || Regenerate 50 [[AP]] for killing a player, half of that for NPC.
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| || 15 || [[Silent Hill Death]] || Up to +100% damage with your critical strikes but only if target HP is very low. (5% or less)
| || 15 || [[Silent Hill Death]] || Up to +100% damage with your critical strikes but only if target [[HP]] is very low. (5% or less)
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| 100% [[Close Combat]] || 15 || [[Venomous Hands]] || All your melee attacks will inflict poison and slow down your opponent. More poison with weapons that apply bleed.
| 100% [[Close Combat]] || 15 || [[Venomous Hands]] || All your melee attacks will inflict poison and slow down your opponent. More poison with weapons that apply bleed.
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| 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.
| 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.
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| 200% [[Small Guns]] || 21 || [[Simian Warfare]] || When at maximum action points, you only have half the aim delay with Small Guns.
| 200% [[Small Guns]] || 21 || [[Simian Warfare]] || When at maximum [[Action Points]], you only have half the aim delay with [[Small Guns]].
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| || 21 || [[PMS Defense]] || 10% of combat damage taken is converted to bleed damage.
| || 21 || [[PMS Defense]] || 10% of combat damage taken is converted to [[Bleed]] damage.
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| || 21 || [[Lazer Rifling]] || 5% increased to your hit-chance cap.
| || 21 || [[Lazer Rifling]] || 5% increased to your hit-chance cap.
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| || 21 || [[Trick Shooter]] || Your aimed arm shots will send the weapon flying out of your victims hands instead of crippling them!
| || 21 || [[Trick Shooter]] || Your aimed arm shots will send the weapon flying out of your victims hands instead of crippling them!
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| || 21 || [[Barricade Tactician]] || If you get any cover bonus at all (including bonus from deployment) you get additional +10% on top.
| || 21 || [[Barricade Tactician]] || If you get any [[Cover]] bonus at all (including bonus from deployment) you get additional +10% on top.
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|}

Revision as of 20:09, 17 October 2023

Caption text
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.
3 Fast Reload Weapon reloads costs 10% less Action Points to perform.
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.
3 Restless AP+ Regen is increased by +5/s if you are in negative AP.
3 Radiating Healing Rate shared with teammate if full HP. +3 Healing Rate
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.
9 Autonomous Regeneration Your limbs have 40% chance of spontaneously regenerating every 10 seconds.
+2 to your Healing Rate.
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)
100% Close Combat 15 Venomous Hands All your melee attacks will inflict poison and slow down your opponent. More poison with weapons that apply bleed.
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.