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		<id>https://aop.zmeja.com/w/index.php?title=Criticals&amp;diff=4631</id>
		<title>Criticals</title>
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		<updated>2026-06-12T00:19:45Z</updated>

		<summary type="html">&lt;p&gt;Seki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Criticals in Ashes of Phoenix are a very math-heavy mechanic.&lt;br /&gt;
&lt;br /&gt;
Criticals can occur, when shooting a target with a single shot. Whether aimed or unaimed. Thus, Bursts, as well as things like Molotovs can not critically hit.&lt;br /&gt;
&lt;br /&gt;
A critical can have a range of devastating effects. The simplest of its effect is the increased damage you will do. This allows Snipers to dish out damage, even though they are shooting only one bullet at a time, unlike Bursters, who do their damage by shooting a range of bullets towards the target.&amp;lt;br&amp;gt;&lt;br /&gt;
Criticals can also cripple limbs. Apply Debuffing Status Effects. As well as apply a higher amount of Bleed Damage, together with its increase in direct damage.&lt;br /&gt;
&lt;br /&gt;
= Critical Chance =&lt;br /&gt;
In order to land a critical hit on an enemy, a proper amount of Critical Chance is needed. In your Character Tab, you have 2 different kinds of Critical Chances. Your Base Critical Chance (short: BCC), as well as your Aimed Critical Chance (short: ACC). Your aimed critical chance will always be higher as your base critical chance, as the aimed critical chance value starts out with the base critical chance.&lt;br /&gt;
&lt;br /&gt;
Values above 100% are not wasted, as an enemies Critical Resistance will lower your Critical Chance. It is thus nice to have a value over 100% to ensure that your critical chance is as high as possible after being modified by your target&#039;s critical resistance.&lt;br /&gt;
&lt;br /&gt;
== Base Critical Chance ==&lt;br /&gt;
Base Critical Chance (BCC) is used to calculate your crit chance when performing unaimed shots. Unaimed Shots are always shots in the Torso.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;math&amp;gt;BCC = (2 * Perception) + (2 * Intelligence) + (1 * Luck)&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Other Stats modifying Base Critical Chance&lt;br /&gt;
|-&lt;br /&gt;
! Modifiers !! BCC&lt;br /&gt;
|-&lt;br /&gt;
| [[Finesse]] || +10%&lt;br /&gt;
|-&lt;br /&gt;
| [[Living Anatomy]] || +3%&lt;br /&gt;
|-&lt;br /&gt;
| [[Steady (Drug)]] || -10%&lt;br /&gt;
|-&lt;br /&gt;
| [[Blood Moon (Drug)]] || +20%&lt;br /&gt;
|-&lt;br /&gt;
! Weapon Modifiers ||&lt;br /&gt;
|-&lt;br /&gt;
| [[More Crits (Weapon Perk)]] || +10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Aimed Critical Chance ==&lt;br /&gt;
Aimed Critical Chance is used to calculate your crit chance when performing aimed shots, apart from the Torso. This means, shots in the legs, arms, groin, head and eyes use your aimed critical chance.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;math&amp;gt;ACC = BCC + 20 + (21 - Luck) * \frac{Luck}{2}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Critical Resistance ==&lt;br /&gt;
Just like a shooter might have a critical strike chance, a target can and will have Critical Resistance. This causes them to have a chance to avoid a critical strike of a bullet, treating it like it didn&#039;t critical in the first place.&lt;br /&gt;
&lt;br /&gt;
Critical Resistance has a non-linear progression. Thus there is no direct formula for it. The higher your luck, the more critical resistance you will have - however, Luck has diminishing returns. Higher Luck will give you less and less Critical Resistance.&lt;br /&gt;
&lt;br /&gt;
For a full table you can look here: [[Critical Resistance Table]]&lt;br /&gt;
&lt;br /&gt;
When an shooter fires a shot at the target, its Critical Chance is modified by the target critical resistance.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
Zmeja fires a shot at Gem, aiming for his left arm. Zmeja has an Aimed Critical Chance of 125%, while Gem has a Critical Resistance of 30%. What&#039;s the chance of Zmeja hitting a critical strike?&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;math&amp;gt;125 * \frac{100 - 30}{100} = 87.5%&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Zmeja has a 87.5% chance to hit a critical strike onto Gem.&lt;br /&gt;
&lt;br /&gt;
= Critical Rolls =&lt;br /&gt;
Upon landing a Critical Hit, the game will roll a weighted dice with a number in-between 1 and 6. This will govern how &amp;quot;strong&amp;quot; the critical effect will be.&lt;br /&gt;
&lt;br /&gt;
{{Spoiler&lt;br /&gt;
|title=[[Critical Roll Table]]&lt;br /&gt;
|content=&lt;br /&gt;
{{:Critical Roll Table}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Apart from the initial calculation, depending on your luck, there are other aspects that can influence a critical roll.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Other Stats modifying Critical Roll&lt;br /&gt;
|-&lt;br /&gt;
! Modifiers !! Critical Roll&lt;br /&gt;
|-&lt;br /&gt;
! Weapon Modifiers ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Better Crits (Weapon Perk)]] || +1&lt;br /&gt;
|-&lt;br /&gt;
! Armor Modifiers ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Power Armor (Armor Trait)]] || -4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The roll you receive will dictate how strong your critical will be, as well as against which status effects the enemy has to roll (depending on where you hit, of course)&lt;br /&gt;
&lt;br /&gt;
This effects table varies depending on which damage-type you inflict. So Electric damage is notoriously known for having a lot of [[AP Drain]] effects in its table, while the others do not have such a thing.&lt;br /&gt;
&lt;br /&gt;
{{Spoiler&lt;br /&gt;
|title=[[Critical Effects Table]]&lt;br /&gt;
|content=&lt;br /&gt;
{{:Critical Effects Table}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Once the Critical Effect Table determines your critical roll, it will apply all those bonuses. This will be an increase in damage, as well as force the enemy to roll against each of the effect you landed on.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
Zmeja shot Gem in the groin, successfully scored a critical hit with his high critical chance. Rolling for a critical roll, he got the number 4, however, his weapon has the [[Better Crits (Weapon Perk)]], giving him an additional 1 to his roll for a total of 5. His weapon does normal damage.&lt;br /&gt;
&lt;br /&gt;
Zmeja receives a +40% damage increase to his damage, as well as force Gem to roll against the following effects: [[Winded]], [[Knockout]], [[Armor Bypass]].&lt;br /&gt;
&lt;br /&gt;
= Critical Special Resistances =&lt;br /&gt;
4 out of 7 [[Specials]] have their own Resistances.&lt;br /&gt;
A Critical Special will work as a modifier to a roll. For example you roll against a knockout. If you have 80% Critical Strength, you have an 80% chance to avoid the effect of a knockout. This means having 100% resistance in a special would give you complete immunity in the status effects it gives resistances against. Values above 100% are not wasted, as enemies might have weapons that have weapon perks that reduce your critical special. So for example, if you have 110% critical strength and an enemy uses a weapon that has the Knockout Strike perk, which reduces your strength by 2 for the purposes of resisting knockouts, you would still have 100% critical strength, ensuring that you are still immune to knockouts. Of course, legendary weapons allow to stack such perks, so being completely immune is rarely a possibility against a very specialized enemy.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;math&amp;gt;CriticalSpecial = 30% + (5 * AssociatedSpecial)&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Critical Strength ==&lt;br /&gt;
Your critical strength determines your resistance to Knockouts as well as Weapon Drops.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;math&amp;gt;BaseCriticalStrength = 30% + 5% * Strength&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Other Stats modifying Critical Strength&lt;br /&gt;
|-&lt;br /&gt;
! Modifiers !! Critical Strength&lt;br /&gt;
|-&lt;br /&gt;
| [[Critical Strength (Perk)]] || +15%&lt;br /&gt;
|-&lt;br /&gt;
| [[Voodoo (Drug)]] || -10%&lt;br /&gt;
|-&lt;br /&gt;
! Weapon Modifiers ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Knockout Strike (Weapon Perk)]] || -10% per level of weapon perk against Knockouts&lt;br /&gt;
|-&lt;br /&gt;
! Armor Modifiers ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Paper Wall (Armor Trait)]] || -10% per level of armor trait against Knockouts&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone Wall (Armor Trait)]] || +10% per level of armor trait against Knockouts&lt;br /&gt;
|-&lt;br /&gt;
| [[Plated Gloves (Armor Trait)]] || +10% per level of armor trait against Weapon Drops&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Critical Perception ==&lt;br /&gt;
Your critical perception determines your resistance to Blinds as well as Disorients.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;math&amp;gt;BaseCriticalPerception = 30% + 5% * Perception&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Other Stats modifying Critical Perception&lt;br /&gt;
|-&lt;br /&gt;
! Modifiers !! Critical Perception&lt;br /&gt;
|-&lt;br /&gt;
| [[Critical Perception (Perk)]] || +15%&lt;br /&gt;
|-&lt;br /&gt;
! Weapon Modifiers ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Blinding Strike (Weapon Perk)]] || -10% per level of weapon perk against Blinds and Disorients&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Critical Endurance ==&lt;br /&gt;
Your critical endurance determines your resistance to arm and leg cripples, being Winded, as well as having your AP Drained.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;math&amp;gt;BaseCriticalEndurance = 30% + 5% * Endurance&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Other Stats modifying Critical Endurance&lt;br /&gt;
|-&lt;br /&gt;
! Modifiers !! Critical Endurance&lt;br /&gt;
|-&lt;br /&gt;
| [[Critical Endurance (Perk)]] || +15%&lt;br /&gt;
|-&lt;br /&gt;
! Weapon Modifiers ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Crippling Strike (Weapon Perk)]] || -10% per level of weapon perk against Cripples&lt;br /&gt;
|-&lt;br /&gt;
! Armor Modifiers ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Plated Gloves (Armor Trait)]] || +10% per level of armor trait against Arm-Cripples&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Critical Agility ==&lt;br /&gt;
Your critical agility determines your resistance to knockdowns and armor bypasses.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;math&amp;gt;BaseCriticalAgility = 30% + 5% * Agility&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Other Stats modifying Critical Agility&lt;br /&gt;
|-&lt;br /&gt;
! Modifiers !! Critical Agility&lt;br /&gt;
|-&lt;br /&gt;
| [[Critical Agility (Perk)]] || +15%&lt;br /&gt;
|-&lt;br /&gt;
! Weapon Modifiers ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Piercing Strike (Weapon Perk)]] || -10% per level of weapon perk against Bypasses&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Aiming =&lt;br /&gt;
[[File:VATS.png|thumb|VATS targeting dummy]]&lt;br /&gt;
When using a weapon with the ability to shoot single bullets, you usually have the option to aim for different body-parts. Depending on where you shoot, different effects might occur.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Aimtable&lt;br /&gt;
|-&lt;br /&gt;
! Aim !! Possible Damage !! Possible Status Effects !! Cost !! Default Keybind&lt;br /&gt;
|-&lt;br /&gt;
| Eyes || 20% - 50% Bonus Damage || Knockout&amp;lt;br&amp;gt;Knockdown&amp;lt;br&amp;gt;Blinded&amp;lt;br&amp;gt;Armor bypass&amp;lt;br&amp;gt;Disoriented&amp;lt;br&amp;gt; || +20 base AP Cost to fire&amp;lt;br&amp;gt;-88% Hit Chance || {{key press|Ctrl|Q}}&lt;br /&gt;
|-&lt;br /&gt;
| Head || 20% - 50% Bonus Damage || Knockout&amp;lt;br&amp;gt;Knockdown&amp;lt;br&amp;gt;Armor bypass&amp;lt;br&amp;gt;Disoriented&amp;lt;br&amp;gt; || +20 base AP Cost to fire&amp;lt;br&amp;gt;-59% Hit Chance || {{key press|Ctrl|W}}&lt;br /&gt;
|-&lt;br /&gt;
| Groin || 20% - 50% Bonus Damage&amp;lt;br&amp;gt;+20% Bleed || Knockout&amp;lt;br&amp;gt;Knockdown&amp;lt;br&amp;gt;Armor bypass&amp;lt;br&amp;gt;Winded&amp;lt;br&amp;gt; || +15 base AP Cost to fire&amp;lt;br&amp;gt;-44% Hit Chance || {{key press|Ctrl|X}}&lt;br /&gt;
|-&lt;br /&gt;
| Arms || 20% - 50% Bonus Damage&amp;lt;br&amp;gt;+10% Bleed || Weapon Drop&amp;lt;br&amp;gt;Crippled Arms&amp;lt;br&amp;gt;Armor bypass || +10 base AP Cost to fire&amp;lt;br&amp;gt;-44% Hit Chance || {{key press|Ctrl|A}} (Left)&amp;lt;br&amp;gt;{{key press|Ctrl|D}} (Right)&lt;br /&gt;
|-&lt;br /&gt;
| Legs || 20% - 50% Bonus Damage&amp;lt;br&amp;gt;+20% Bleed || Knockdown&amp;lt;br&amp;gt;Crippled Legs&amp;lt;br&amp;gt;Winded&amp;lt;br&amp;gt; || +10 base AP Cost to fire&amp;lt;br&amp;gt;-30% Hit Chance || {{key press|Ctrl|Z}} (Left)&amp;lt;br&amp;gt;{{key press|Ctrl|C}} (Right)&lt;br /&gt;
|-&lt;br /&gt;
| Torso / None || 5% - 30% Bonus Damage || Knockdown&amp;lt;br&amp;gt;Armor bypass&amp;lt;br&amp;gt;Winded&amp;lt;br&amp;gt; || +0 base AP Cost to fire&amp;lt;br&amp;gt;-0% Hit Chance || {{key press|Ctrl|E}}&amp;lt;br&amp;gt;{{key press|Ctrl|S}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Status Effects =&lt;br /&gt;
== Knockout ==&lt;br /&gt;
A knockout can be a possible critical effect. In this state, your character falls to the ground and will stay there, as long as your Knockout duration is.&lt;br /&gt;
&lt;br /&gt;
The chance to be knockouted depends on your [[Critical Strength]], which will be your base chance to resist a knockout.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Other Stats modifying Chance to Resist a Knockout&lt;br /&gt;
|-&lt;br /&gt;
! Modifiers || Resist Chance&lt;br /&gt;
|-&lt;br /&gt;
! Armor Modifiers ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone Wall (Armor Trait)]] || +10%&lt;br /&gt;
|-&lt;br /&gt;
! Weapon Modifiers ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Knockout Strike (Weapon Perk)]] || -10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Duration in seconds:&lt;br /&gt;
 &amp;lt;math&amp;gt;KODuration = 3 - (0.1 * Endurance)&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Other Stats modifying Knockout Duration&lt;br /&gt;
|-&lt;br /&gt;
! Modifiers !! Knockout Duration&lt;br /&gt;
|-&lt;br /&gt;
| [[Quick Recovery]] || -1s&lt;br /&gt;
|-&lt;br /&gt;
! Armor Modifiers ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Quick Recovery (Armor Trait)]] || -0.5s&lt;br /&gt;
|-&lt;br /&gt;
! Weapon Modifiers ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Better Knockouts (Weapon Perk)]] || +0.6s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Knockdown ==&lt;br /&gt;
A Knockdown can be a possible critical effect. When receiving a Knockdown, your character is locked into a falling down and standing up animation for a short moment, causing you unable to do any actions during this time. It also causes you to lose the Deployed stance, should you have been in one.&lt;br /&gt;
&lt;br /&gt;
The chance to be knockdowned depends on your [[Critical Agility]], with &amp;lt;math&amp;gt;CriticalAgility+10&amp;lt;/math&amp;gt; will be your base chance to resist a knockdown.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Other Stats modifying Knockdown Chance&lt;br /&gt;
|-&lt;br /&gt;
! Modifiers !! Resist Chance&lt;br /&gt;
|-&lt;br /&gt;
| [[Small Frame]] || -15%&lt;br /&gt;
|-&lt;br /&gt;
| [[Crippled Legs]] || -10% per level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Knockback ==&lt;br /&gt;
A Knockback can be a possible effect. It causes your character to be pushed away from the attacker.&lt;br /&gt;
&lt;br /&gt;
The distance of the Knockback can be influenced with [[Stone Wall (Armor Trait)]], but can not be completely resisted.&lt;br /&gt;
&lt;br /&gt;
== Disoriented ==&lt;br /&gt;
The chance to be disoriented depends on your [[Critical Perception]], which will be your base chance to resist a disorient.&lt;br /&gt;
&lt;br /&gt;
Being Disoriented lowers all your [[Damage Resistance]]s by 10%, unless you have [[Nerves of Steel]].&amp;lt;br&amp;gt;&lt;br /&gt;
When Disoriented, you lose 30% to your base Melee hit chance and 100% to your base Ranged hit chance. (Notice: this does not mean that your hit chance with ranged weapons will always be 0%, but rather that you will lose a lot of your effective range, since a value of say 225% would be 125% afterwards (Capped at 95% regardless).&amp;lt;br&amp;gt;&lt;br /&gt;
Being Disoriented cuts off 30 base Hex of your Field of View. (This number might differ in-game due to how sight range is calculated in regards to time of day and other effects)&amp;lt;br&amp;gt;&lt;br /&gt;
Being Disoriented also makes you unable to use the [[Doctor]] skill, use [[Med-X (Drug)]] or use [[Stimpak (Drug)]].&amp;lt;br&amp;gt;&lt;br /&gt;
Being Disoriented loses you [[Critical Resistance]] as if you lost 2 Luck, unless you have [[Nerves of Steel]]&amp;lt;br&amp;gt;&lt;br /&gt;
Being Disoriented also causes the [[Finisher (Weapon Perk)]] to apply bonus damage onto you.&lt;br /&gt;
&lt;br /&gt;
== Winded ==&lt;br /&gt;
The chance to be winded depends on your [[Critical Endurance]], which will be your base chance to resist winded.&lt;br /&gt;
&lt;br /&gt;
Being Winded lowers all your [[Damage Resistance]]s by 10%, unless you have [[Nerves of Steel]].&amp;lt;br&amp;gt;&lt;br /&gt;
When Winded, your character loses all of its [[AP+ Regeneration]], as well as its ability to run.&amp;lt;br&amp;gt;&lt;br /&gt;
Being Winded also makes you unable to use the [[Doctor]] skill.&amp;lt;br&amp;gt;&lt;br /&gt;
Being Winded loses you [[Critical Resistance]] as if you lost 2 Luck, unless you have [[Nerves of Steel]].&amp;lt;br&amp;gt;&lt;br /&gt;
Being Winded also causes the [[Finisher (Weapon Perk)]] to apply bonus damage onto you.&lt;br /&gt;
&lt;br /&gt;
== Weapon Drop ==&lt;br /&gt;
The chance to have your weapon dropped depends on your [[Critical Strength]], which will be your base chance to resist a weapon drop.&lt;br /&gt;
&lt;br /&gt;
== Crippled ==&lt;br /&gt;
Your limbs can be crippled - leading to stat debuffs, that will only go away once you heal the cripples with [[Doctor]]. Each limb has 3 stages it can be crippled to. A yellow limb is on its first level of being crippled. A red limb is on its second level of being crippled. A black limb is at its final, third level of being crippled. Each time you use Doctor, you only heal 1 limb and only 1 level of that limb.&lt;br /&gt;
&lt;br /&gt;
=== Crippled Arms ===&lt;br /&gt;
Having your arms crippled severely reduces the performance of weapons you use.&lt;br /&gt;
Each level of your arm cripple increases the chance of having your weapon dropped, when rolling against weapon drops by 10%. If the weapon is one-handed, you only use the lesser broken level of each of your arms - so having a fully broken arm, while the other is fine, will not increase the drop-chance. If the weapon you use is two-handed, both cripple levels are added together.&lt;br /&gt;
&lt;br /&gt;
Each level of your arms cripple also decreases your [[Strength]] by 2 points for the purpose of weapon strength requirements. This means, that you might see a reduction in your hit-chance, if that makes you fall below the the requirement of your weapon. The same one-handed and two-handed rules apply here. If the weapon you use is one-handed, you only use the lesser broken level of each of your arms - so having a fully broken arm, while the other is fine, will not decrease the strength-level. If the weapon you use is two-handed, both cripple levels are added together.&lt;br /&gt;
&lt;br /&gt;
If one arm is crippled at least to level 2. You will not be able to use two-handed weapons, until healed up.&lt;br /&gt;
If both arms are crippled to at least level 2, you will not be able to use one-handed weapons, until healed up.&lt;br /&gt;
&lt;br /&gt;
The chance to have your arms crippled depends on your [[Critical Endurance]].&lt;br /&gt;
&lt;br /&gt;
=== Crippled Legs ===&lt;br /&gt;
Having your legs crippled severely reduces the performance of your movement.&lt;br /&gt;
Each level of leg cripple will lower your [[AP+ Regeneration]] by 0.75&lt;br /&gt;
Each level of leg cripple increases the chance of having being knockdowned, when rolling against knockdowns by 10%.&lt;br /&gt;
Each level of leg cripple will increases your Runtime by 100 Runtime (Which effectively lowers your Runspeed of 5Hex/s to 3.3Hex/s)&lt;br /&gt;
If one leg is crippled at least to level 2. You will not be able to run at all, only walk, until healed up.&lt;br /&gt;
If both legs are crippled to at least level 2, your character will stop each time after walking 1 hex, requiring you to continuously issue the move command if you want to keep walking.&lt;br /&gt;
&lt;br /&gt;
The chance to have your legs crippled depends on your [[Critical Endurance]].&lt;br /&gt;
&lt;br /&gt;
== Blinded ==&lt;br /&gt;
A blind is effectively a cripple to your eyes. It severely reduces your [[Sight Range]] by removing 20% of it per level of eye-cripple.&lt;br /&gt;
In addition to that, it cuts your [[Perception]] by 3 points for each Cripple level on your eyes.&lt;br /&gt;
It also lowers your hit-chance by 15% for each Cripple level on your eyes.&lt;br /&gt;
&lt;br /&gt;
The chance to be blinded depends on your [[Critical Perception]], which will be your base chance to resist a blind.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Other Stats modifying Chance to Resist a Blind&lt;br /&gt;
|-&lt;br /&gt;
! Modifiers || Resist Chance&lt;br /&gt;
|-&lt;br /&gt;
! Weapon Modifiers ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Blinding Strike (Weapon Perk)]] || -10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Armor Bypass ==&lt;br /&gt;
The chance to have your armor bypassed depends on your [[Critical Agility]], which will be your base chance to resist armor bypasses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Other Stats modifying Armor Bypass Chance&lt;br /&gt;
|-&lt;br /&gt;
! Modifiers || Resist Chance&lt;br /&gt;
|-&lt;br /&gt;
! Weapon Modifiers !!&lt;br /&gt;
|-&lt;br /&gt;
| [[Piercing Strike (Weapon Perk)]] || -10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Partial&#039;&#039;&#039; armor bypasses can have reduced or increased severity. A partial bypass does not fully reduce the armors resistances.&lt;br /&gt;
&lt;br /&gt;
The strength of a partial armor bypass is calculated as follows:&lt;br /&gt;
 &amp;lt;math&amp;gt;30 + 30 * (55 - (65 * (1.0 - pow(0.825, Luck)))) / 45&amp;lt;/math&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Other Stats modifying Armor Bypass Severity (Only partial Armor Bypasses!)&lt;br /&gt;
|-&lt;br /&gt;
! Modifiers || Severity&lt;br /&gt;
|-&lt;br /&gt;
! Perks !!&lt;br /&gt;
|-&lt;br /&gt;
| [[Armor Efficiency]] || -20%&lt;br /&gt;
|-&lt;br /&gt;
! Weapon Modifiers !!&lt;br /&gt;
|-&lt;br /&gt;
| [[Piercing Strike (Weapon Perk)]] || +10%&lt;br /&gt;
|-&lt;br /&gt;
! Items !!&lt;br /&gt;
|-&lt;br /&gt;
| Goldfish [[Artifact]] || -20%&lt;br /&gt;
|-&lt;br /&gt;
! Leadership Boosts !!&lt;br /&gt;
|-&lt;br /&gt;
| More Armor Bypass || up to +22%&lt;br /&gt;
|-&lt;br /&gt;
| Less Armor Bypass || up to -30%&lt;br /&gt;
|}&lt;br /&gt;
The above table only applies to partial Armor bypasses! A full armor bypass may not be decreased or increased in severity!&lt;br /&gt;
&lt;br /&gt;
== AP Drain ==&lt;br /&gt;
The chance to be AP drained depends on your [[Critical Endurance]], which will be your base chance to resist AP Drains.&lt;br /&gt;
&lt;br /&gt;
Unlike most other Status Effects, this one is almost exclusively triggered by [[AP Drain (Weapon Trait)]] and [[Electrified (Armor Trait)]]&lt;/div&gt;</summary>
		<author><name>Seki</name></author>
	</entry>
	<entry>
		<id>https://aop.zmeja.com/w/index.php?title=Cigarettes_(Drug)&amp;diff=4630</id>
		<title>Cigarettes (Drug)</title>
		<link rel="alternate" type="text/html" href="https://aop.zmeja.com/w/index.php?title=Cigarettes_(Drug)&amp;diff=4630"/>
		<updated>2026-06-11T08:33:24Z</updated>

		<summary type="html">&lt;p&gt;Seki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Recipe&lt;br /&gt;
|recipe = 20x [[Tobacco Leaves]]&lt;br /&gt;
|recipeAmount = 10&lt;br /&gt;
|craftingTable = Chemical Laboratory&lt;br /&gt;
}}&lt;br /&gt;
{{Drug&lt;br /&gt;
|class=A&lt;br /&gt;
|duration=60 Minutes&lt;br /&gt;
|image = File:Cigarettes.png&lt;br /&gt;
|effects = &lt;br /&gt;
{{{!}}class=&amp;quot;wikitable&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
{{!}}-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;{{!}}{{PAGENAME}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}}{{!}}&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;+1 [[Charisma]]&amp;lt;/span&amp;gt;&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}}{{!}}&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;-2 [[Healing Rate]]&amp;lt;/span&amp;gt;&lt;br /&gt;
{{!}}}&lt;br /&gt;
|notes = &lt;br /&gt;
&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Seki</name></author>
	</entry>
	<entry>
		<id>https://aop.zmeja.com/w/index.php?title=Cigarettes_(Drug)&amp;diff=4629</id>
		<title>Cigarettes (Drug)</title>
		<link rel="alternate" type="text/html" href="https://aop.zmeja.com/w/index.php?title=Cigarettes_(Drug)&amp;diff=4629"/>
		<updated>2026-06-11T08:32:23Z</updated>

		<summary type="html">&lt;p&gt;Seki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Recipe&lt;br /&gt;
|recipe = 20x [[Tobacco Leaves]]&lt;br /&gt;
|recipeAmount = 10&lt;br /&gt;
|craftingTable = Chemical Laboratory&lt;br /&gt;
}}&lt;br /&gt;
{{Drug&lt;br /&gt;
|class=A&lt;br /&gt;
|duration=60 Minutes&lt;br /&gt;
|image = File:Cigarettes.png&lt;br /&gt;
|effects = &lt;br /&gt;
{{{!}}class=&amp;quot;wikitable&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
{{!}}-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;{{!}}{{PAGENAME}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}}{{!}}&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;+1 [[Charisma]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;-2 [[Healing Rate]]&amp;lt;/span&amp;gt;&lt;br /&gt;
{{!}}}&lt;br /&gt;
|notes = &lt;br /&gt;
&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Seki</name></author>
	</entry>
	<entry>
		<id>https://aop.zmeja.com/w/index.php?title=Cigarettes_(Drug)&amp;diff=4628</id>
		<title>Cigarettes (Drug)</title>
		<link rel="alternate" type="text/html" href="https://aop.zmeja.com/w/index.php?title=Cigarettes_(Drug)&amp;diff=4628"/>
		<updated>2026-06-11T08:30:28Z</updated>

		<summary type="html">&lt;p&gt;Seki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Recipe&lt;br /&gt;
|recipe = 20x [[Tobacco Leaves]]&lt;br /&gt;
|recipeAmount = 10&lt;br /&gt;
|engineering = 60&lt;br /&gt;
|craftingTable = Chemical Laboratory&lt;br /&gt;
}}&lt;br /&gt;
{{Drug&lt;br /&gt;
|class=A&lt;br /&gt;
|duration=120 Seconds&lt;br /&gt;
|image = File:Cigarettes.png&lt;br /&gt;
|effects = &lt;br /&gt;
{{{!}}class=&amp;quot;wikitable&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
{{!}}-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;{{!}}{{PAGENAME}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}}{{!}}&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;+1 [[Charisma]]&amp;lt;/span&amp;gt;&lt;br /&gt;
{{!}}}&lt;br /&gt;
|notes = &lt;br /&gt;
&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Seki</name></author>
	</entry>
	<entry>
		<id>https://aop.zmeja.com/w/index.php?title=Med-X_(Drug)&amp;diff=4627</id>
		<title>Med-X (Drug)</title>
		<link rel="alternate" type="text/html" href="https://aop.zmeja.com/w/index.php?title=Med-X_(Drug)&amp;diff=4627"/>
		<updated>2026-06-11T08:27:59Z</updated>

		<summary type="html">&lt;p&gt;Seki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Recipe&lt;br /&gt;
|recipe = 1x [[Chemicals]]&amp;lt;br&amp;gt;10x [[Broc Flower]]&lt;br /&gt;
|recipeAmount = 10&lt;br /&gt;
|craftingTable = Chemical Laboratory&lt;br /&gt;
}}&lt;br /&gt;
{{Drug&lt;br /&gt;
|class=Healing&lt;br /&gt;
|image = File:MedX.png&lt;br /&gt;
|apcost = 80&lt;br /&gt;
|weight = 144&lt;br /&gt;
|effects = &lt;br /&gt;
{{{!}}class=&amp;quot;wikitable&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
{{!}}-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;{{!}}{{PAGENAME}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}}{{!}}&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;+100 [[HP]]&amp;lt;/span&amp;gt;&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}}{{!}}&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;+100 [[Bleed]]&amp;lt;/span&amp;gt;&lt;br /&gt;
{{!}}}&lt;br /&gt;
|notes = If not all of the HP is applied to the target, due for example being close to maximum health, not all of the bleed is applied as well. So if Med-X only heals 75 HP for example, only 75 Bleed will be applied.&lt;br /&gt;
&lt;br /&gt;
Med-X is especially useful from bringing people out of negative HP, so they can walk to safety, as it will give them a short-term HP boost, which will eventually bleed back into HP due to the bleed damage of this drug.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Seki</name></author>
	</entry>
	<entry>
		<id>https://aop.zmeja.com/w/index.php?title=Category:Perks&amp;diff=4626</id>
		<title>Category:Perks</title>
		<link rel="alternate" type="text/html" href="https://aop.zmeja.com/w/index.php?title=Category:Perks&amp;diff=4626"/>
		<updated>2026-06-10T21:54:37Z</updated>

		<summary type="html">&lt;p&gt;Seki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Additional Requirement !! Level Req. !! Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| || 3 || [[Educated]] || +3 skill points per [[Level|level]]. Skill points are given retro-actively for previous level-ups.&lt;br /&gt;
|-&lt;br /&gt;
| No [[Kamikaze]] taken || 3 || [[Dodger]] || +50 to your [[Armor Class]].&lt;br /&gt;
|-&lt;br /&gt;
| || 3 || [[Heave Ho!]] || Your maximum thrown weapons range is as if you had 300% [[Throwing]] skill.&lt;br /&gt;
|-&lt;br /&gt;
| 100% [[Sneak]] || 3 || [[Ghost]] || Regaining of Sneak-Value is now 2 Hex/s faster. (Loss of Sneak-Value is still the same!)&lt;br /&gt;
|-&lt;br /&gt;
| 100% [[Traps]] || 3 || [[Light Step]] || 50% chance to avoid setting off a trap that you stepped on.&amp;lt;br&amp;gt;Also less likely to detonate a trap that you try to disarm.&lt;br /&gt;
|-&lt;br /&gt;
| 100% [[First Aid]] OR&amp;lt;br&amp;gt;100% [[Doctor]] || 3 || [[Living Anatomy]] || +3% crit chance&amp;lt;br&amp;gt;See exactly how much [[HP]] your teammates have.&lt;br /&gt;
|-&lt;br /&gt;
| || 3 || [[Man of Steel]] || +3 [[Luck]] for the purposes of resisting critical strikes.&lt;br /&gt;
|-&lt;br /&gt;
| || 3 || [[Improved Hemostasis]] || +20% [[Bleed Resistance]]&lt;br /&gt;
|-&lt;br /&gt;
| || 3 || [[Armor Efficiency]] || A partial armor bypass is 20% less severe for you.&lt;br /&gt;
|-&lt;br /&gt;
| 100% [[First Aid]] OR&amp;lt;br&amp;gt;100% [[Doctor]] || 3 || [[Faith Healer]] || Your patients (including yourself) get bandaged only at two thirds normal rate. You also consume basic med kits slower.&lt;br /&gt;
|-&lt;br /&gt;
| 100% [[First Aid]] OR&amp;lt;br&amp;gt;100% [[Doctor]] || 3 || [[Field Medic]] || 25 base [[AP]] less to heal with [[First Aid]] and [[Doctor]]&lt;br /&gt;
|-&lt;br /&gt;
| 100% [[First Aid]] OR&amp;lt;br&amp;gt;100% [[Doctor]] || 3 || [[Dr. Strangelove]] || 5% bonus resistance to explosive damage.&amp;lt;br&amp;gt;Heal 50 additional HP whenever you use the [[First Aid]] and 50 additional Bleed whenever yiz use the [[Doctor]] skill.&lt;br /&gt;
|-&lt;br /&gt;
| || 3 || [[Medicinae Doctor]] || You unlock all healing item perks.&lt;br /&gt;
|-&lt;br /&gt;
| || 3 || [[Watchtower]] || You see to your front sides just as well as in front of you.&lt;br /&gt;
|-&lt;br /&gt;
| 100% [[Traps]] || 3 || [[Evil Scientist]] || +5% electric resistance.&amp;lt;br&amp;gt;If anybody except you tampers with your armed traps, they are in for a shocking surprise.&lt;br /&gt;
|-&lt;br /&gt;
| || 3 || [[Restless]] || [[AP+ Regen]] is increased by +5/s if you are in negative [[AP]].&lt;br /&gt;
|-&lt;br /&gt;
| || 3 || [[Bloodthirst]] || +50% decaying [[Run Speed]] upon killing an enemy. &lt;br /&gt;
|-&lt;br /&gt;
| || 3 || [[Quick Pockets]] || -50% [[AP]] cost when moving stuff around in your inventory.&lt;br /&gt;
|-&lt;br /&gt;
| || 6 || [[Sharpshooter]] || +2 bonus to [[Perception]] for the purposes of determining range modifiers.&lt;br /&gt;
|-&lt;br /&gt;
| || 6 || [[Quick Recovery]] || You recover 1 second faster from knockouts and knockdowns, and 20% faster from winded, suppression and disoriented effects.&lt;br /&gt;
|-&lt;br /&gt;
| || 6 || [[Weapon Handling]] || +3 to your [[Strength]] for the purposes of Strength checks when trying to wield weaponry.&lt;br /&gt;
|-&lt;br /&gt;
| || 6 || [[Hawk Eyes]] || +2 [[Perception]] for the purposes of determining [[Sight Range]].&lt;br /&gt;
|-&lt;br /&gt;
| || 9 || [[Toughness]] || +5% Damage resistance against all damage types.&lt;br /&gt;
|-&lt;br /&gt;
| || 9 || [[Critical Strength (Perk)|Critical Strength]] || +15% [[Critical Strength]]&lt;br /&gt;
|-&lt;br /&gt;
| || 9 || [[Critical Perception (Perk)|Critical Perception]] || +15% [[Critical Perception]]&lt;br /&gt;
|-&lt;br /&gt;
| || 9 || [[Critical Endurance (Perk)|Critical Endurance]] || +15% [[Critical Endurance]]&lt;br /&gt;
|-&lt;br /&gt;
| || 9 || [[Critical Agility (Perk)|Critical Agility]] || +15% [[Critical Agility]]&lt;br /&gt;
|-&lt;br /&gt;
| || 9 || [[Nerves of Steel]] || No loss of [[Luck]] (Instead of -2) for purposes of determining [[Critical Resistance]] and no [[DR]] penalty whenever you are disoriented, winded or suppressed.&lt;br /&gt;
|-&lt;br /&gt;
| || 9 || [[Adrenaline Rush]] || The lower your [[HP]] get, the more [[DT]] and [[DR]] you get (up to +5/+5%).&lt;br /&gt;
|-&lt;br /&gt;
| || 12 || [[Lifegiver]] || +20 [[Hit Points]]&lt;br /&gt;
|-&lt;br /&gt;
| || 12 || [[Fearless]] || +5 [[Charisma]] for the purposes of resisting suppressive fire.&lt;br /&gt;
|-&lt;br /&gt;
| || 12 || [[Do or Die]] || Your [[AP+ Regen]] increases up to 5/s as your [[HP]] drops.&lt;br /&gt;
|-&lt;br /&gt;
| || 15 || [[Action Boy]] || +2 in [[Agility]] for the purpose of [[AP+ Regeneration]].&lt;br /&gt;
|-&lt;br /&gt;
| || 15 || [[Bonus Rate of Fire]] || Weapon attacks costs 10% less [[Action Points]] to perform.&lt;br /&gt;
|-&lt;br /&gt;
| || 15 || [[Psychopath]] || Regenerate 50 [[AP]] for killing a player, half of that for NPC.&lt;br /&gt;
|-&lt;br /&gt;
| || 15 || [[Silent Hill Death]] || Up to +100% damage with your critical strikes but only if target [[HP]] is very low. (5% or less)&lt;br /&gt;
|-&lt;br /&gt;
| || 15 || [[Fast Reload]] || Weapon reloads costs 20% less [[Action Points]] to perform.&lt;br /&gt;
|-&lt;br /&gt;
| 100% [[Close Combat]] || 15 || [[Venomous Hands]] || All your melee attacks will inflict poison.&lt;br /&gt;
|-&lt;br /&gt;
| || 15 || [[Autonomous Regeneration]] || +5 to your [[Healing Rate]].&lt;br /&gt;
|-&lt;br /&gt;
| || 18 || [[Gain Strength]] || +1 [[Strength]]&lt;br /&gt;
|-&lt;br /&gt;
| || 18 || [[Gain Perception]] || +1 [[Perception]]&lt;br /&gt;
|-&lt;br /&gt;
| || 18 || [[Gain Endurance]] || +1 [[Endurance]]&lt;br /&gt;
|-&lt;br /&gt;
| || 18 || [[Gain Charisma]] || +1 [[Charisma]]&lt;br /&gt;
|-&lt;br /&gt;
| || 18 || [[Gain Intelligence]] || +1 [[Intelligence]]&lt;br /&gt;
|-&lt;br /&gt;
| || 18 || [[Gain Agility]] || +1 [[Agility]]&lt;br /&gt;
|-&lt;br /&gt;
| || 18 || [[Gain Luck]] || +1 [[Luck]]&lt;br /&gt;
|-&lt;br /&gt;
| 100% [[Throwing]] || 21 || [[The Impaler]] || Your spears now pierce multiple targets, assuming they line up properly.&lt;br /&gt;
|-&lt;br /&gt;
| || 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.&lt;br /&gt;
|-&lt;br /&gt;
| 100% [[Small Guns]] || 21 || [[Shotgun Surgeon]] || Your shotgun prowess is unmatched. When using shotgun ammo with pellets, instead of knocking back the target, you will now inflict crippling blows. You also reload single load shotguns faster, loading up to four shells at a time.&lt;br /&gt;
|-&lt;br /&gt;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
| 100% [[Small Guns]] || 21 || [[Simian Warfare]] || When at maximum [[Action Points]], you only have half the aim delay with [[Small Guns]].&lt;br /&gt;
|-&lt;br /&gt;
| || 21 || [[PMS Defense]] || 10% of combat damage taken is converted to [[Bleed]] damage.&lt;br /&gt;
|-&lt;br /&gt;
| || 21 || [[Lazer Rifling]] || 5% increased to your hit-chance cap.&lt;br /&gt;
|-&lt;br /&gt;
| || 21 || [[Trick Shooter]] || Your aimed arm shots will send the weapon flying out of your victims hands instead of crippling them!&lt;br /&gt;
|-&lt;br /&gt;
| || 21 || [[Barricade Tactician]] || If you get any [[Cover]] bonus at all (including bonus from deployment) you get additional +10% on top.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|21&lt;br /&gt;
|Commando&lt;br /&gt;
|You can carry any weapon in util and swap to it by using util hotkey&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Seki</name></author>
	</entry>
	<entry>
		<id>https://aop.zmeja.com/w/index.php?title=Burst&amp;diff=4613</id>
		<title>Burst</title>
		<link rel="alternate" type="text/html" href="https://aop.zmeja.com/w/index.php?title=Burst&amp;diff=4613"/>
		<updated>2026-06-02T13:32:37Z</updated>

		<summary type="html">&lt;p&gt;Seki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A lot of guns both in the Small Guns as well as Big Guns category have the ability to fire weapons in automatic mode. Some Energy Guns do also have this feature. When firing a salvo of bullets this way, players usually refer to this as a &#039;burst&#039; or the act of doing so as &#039;bursting&#039;.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
A burst follows a cone of fire, that starts at the player&#039;s position and slowly gets bigger towards its maximum range. It is effectively an isosceles triangle (or something very close to it, given the Hexes this game uses as a plane.&lt;br /&gt;
&lt;br /&gt;
Unlike Single Shot weapons, bursts have the ability to be fired without aiming at a person. They can be fired in the general direction of an enemy - even through smokes or past your sight range, given the weapon&#039;s maximum distance allows so. You can initiate this mode by holding {{key press|Ctrl}}. As long as you hold the keybind, you will see a white silhouette of where your burst will fire towards. It will not adjust to hard-obstacles that can not be fired through however.&lt;br /&gt;
&lt;br /&gt;
Bursts can however still be used in a similar manner like single-shot weapons, by clicking an enemy, causing you to take aim and then fire after a brief delay. This will not alter the property of the burst, and still cause some bullets to hit enemies around your target, as if you would have fired the weapon with {{key press|Ctrl}} at the exact position your enemy stood on. There is an exception to this, which is [[Commando (Weapon Trait)]], which is a perk especially seen on Assault Rifles. This causes targeted bursts to behave differently then untargeted ones, and funnel all the bullets towards the target you chose.&lt;br /&gt;
&lt;br /&gt;
== Parameters ==&lt;br /&gt;
A burst has multiple parameters that dictate how effective it is at certain aspects. It is important to note, that most parameters depend on the firing mode of the weapon. Especially a lot of Machine Guns have 2 different burst firing modes, which differ in a lot of parameters like bulletcount, spread, one-hex, AP Cost, Firerate and even range.&lt;br /&gt;
&lt;br /&gt;
=== Spread ===&lt;br /&gt;
The Spread parameter is important for the width of your firing cone. The more Spread a firing mode has, the bigger the firing cone. This can be beneficial if you want to hit or suppress a lot of targets, though it is unfavorable if you want to do more damage to less targets.&lt;br /&gt;
&lt;br /&gt;
=== One-Hex ===&lt;br /&gt;
The One-Hex parameter is a value that dictates how many % of bullets would hit a target, if it would be standing directly next to you. Of course, a target&#039;s Armor Class as well as other hit-chance modifiers are not taken into account, so the value is usually less in practice.&lt;br /&gt;
&lt;br /&gt;
== Suppression ==&lt;br /&gt;
Bursts with any amount of [[Suppression (Weapon Trait)]] or [[Suppression (Weapon Perk)]] can suppress targets. For this to happen, the target doesn&#039;t even need to be hit - it is enough for bullets to fly past them and miss them, they will still roll against a possible suppression roll. Suppression Traits and Perks on weapons stack - and thus having more allows for a higher chance of suppressing someone. More bullets per burst also increase the chance of suppressing someone - so getting the [[More Dakka (Weapon Perk)]] as a legendary bonus perk can further increase the chance to suppress someone.&lt;br /&gt;
&lt;br /&gt;
=== Suppression Resistance ===&lt;br /&gt;
Any time a character rolls against being suppressed, their Suppression Resistance is taken into account.&lt;br /&gt;
&lt;br /&gt;
The formula for Suppression Resistance is the following:&lt;br /&gt;
 &amp;lt;math&amp;gt;BaseSuppressionResistance = 3% * Charisma&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This formula is only valid up until 10 Charisma, at which point you will get less % per Charisma point above a Charisma value of 10.&lt;br /&gt;
&lt;br /&gt;
Suppression Resistance is a bit finicky, in that it doesn&#039;t actually show you the chance of resisting a Suppression effect from a weapon. The math behind it is a bit complicated to display here - but more is of course better.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Other Stats modifying Suppression Resistance&lt;br /&gt;
|-&lt;br /&gt;
! Modifiers !! Critical Perception&lt;br /&gt;
|-&lt;br /&gt;
| [[Kamikaze]] || +5 Charisma for Suppression Resistance&lt;br /&gt;
|-&lt;br /&gt;
| [[Fearless]] || +5 Charisma for Suppression Resistance&lt;br /&gt;
|-&lt;br /&gt;
! Armor Modifiers ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Confident (Armor Trait)]] || +2 Charisma for Suppression Resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Suppression Effects ===&lt;br /&gt;
Being Suppressed lowers all your [[Damage Resistance]]s by 10%, unless you have [[Nerves of Steel]].&amp;lt;br&amp;gt;&lt;br /&gt;
When Suppressed, your character loses its ability to run.&amp;lt;br&amp;gt;&lt;br /&gt;
Being Suppressed also makes you unable to use the [[Doctor]] skill.&amp;lt;br&amp;gt;&lt;br /&gt;
Being Suppressed reduces your Critical Resistance as if you had 2 fewer Luck, unless you have Nerves of Steel.&amp;lt;br&amp;gt;&lt;br /&gt;
Being Suppressed also causes the [[Finisher (Weapon Perk)]] to apply bonus damage onto you.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Seki</name></author>
	</entry>
	<entry>
		<id>https://aop.zmeja.com/w/index.php?title=Stimpak_(Drug)&amp;diff=4612</id>
		<title>Stimpak (Drug)</title>
		<link rel="alternate" type="text/html" href="https://aop.zmeja.com/w/index.php?title=Stimpak_(Drug)&amp;diff=4612"/>
		<updated>2026-05-30T02:12:18Z</updated>

		<summary type="html">&lt;p&gt;Seki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Recipe&lt;br /&gt;
|recipe = 1x [[Mineral Powder]]&amp;lt;br&amp;gt;5x [[Broc Flower]]&amp;lt;br&amp;gt;5x [[Xander Root]]&lt;br /&gt;
|recipeAmount = 20&lt;br /&gt;
|craftingTable = Chemical Laboratory&lt;br /&gt;
}}&lt;br /&gt;
{{Drug&lt;br /&gt;
|class=Healing&lt;br /&gt;
|image = File:Stimpak.png&lt;br /&gt;
|apcost = 80&lt;br /&gt;
|weight = 144&lt;br /&gt;
|effects = &lt;br /&gt;
{{{!}}class=&amp;quot;wikitable&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
{{!}}-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;{{!}}{{PAGENAME}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}}{{!}}&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;+50 [[HP]]&amp;lt;/span&amp;gt;&lt;br /&gt;
{{!}}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Seki</name></author>
	</entry>
</feed>