Category:Perks
From AoP Wiki
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 | ||
3 | Quick Hands | ||
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.