<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://aop.zmeja.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Zmeja</id>
	<title>AoP Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://aop.zmeja.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Zmeja"/>
	<link rel="alternate" type="text/html" href="https://aop.zmeja.com/wiki/Special:Contributions/Zmeja"/>
	<updated>2026-06-24T13:13:52Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>https://aop.zmeja.com/w/index.php?title=Smoke&amp;diff=4633</id>
		<title>Smoke</title>
		<link rel="alternate" type="text/html" href="https://aop.zmeja.com/w/index.php?title=Smoke&amp;diff=4633"/>
		<updated>2026-06-17T09:19:34Z</updated>

		<summary type="html">&lt;p&gt;Zmeja: Typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Smoke is a [[Hex]] flag that can occupy one or (in most cases) multiple hexes. Smoke is immediately visible due to the tiles being covered in white or grey fog where there is smoke.&lt;br /&gt;
&lt;br /&gt;
Smoke can be applied to the map by either throwing various kind of [[Smoke Grenade]]s, special Smoke Ammunition, or due to the [[Weather]] (Fog).&lt;br /&gt;
&lt;br /&gt;
When using Smoke Grenades, the Smoke starts at the impact and slowly disperses to the surrounding area - unlike fire, smoke disperses mostly evenly around the source.&lt;br /&gt;
&lt;br /&gt;
Smoke has a few properties - but the most important one is that it &#039;&#039;&#039;blocks vision&#039;&#039;&#039;. A character can not see into, or past the smoke - just how you would expect it to be in real life. The only exception to this is that you will continue to see targets up to 1 Hex into the smoke if you yourself are next to it / inside of it.&lt;br /&gt;
&lt;br /&gt;
As a result, many weapons become outright useless, because the lack of vision makes aiming impossible. For example any kind of single-shot weapon like Snipers, Pistols, or Assault Rifles in Single-shot mode can simply not apply any damage to targets past the smoke, as they can be only fired by having direct line of sight to the target. In contrary, all weapons that either have a cone of fire due to being able to be fired in automatic mode like LMGs, MMGs, HMGs or Assault Rifles in Full Auto mode can still shoot through the smoke by using {{key press|Ctrl}}. Of course you still won&#039;t be able to see the enemies, but you can still try to hit them by guessing their position. Weapons that shoot on a specific Hex like Rocket Launchers, Grenade Launchers, or Flamers also still retain their functionality as you can still target a Hex behind the smoke.&lt;br /&gt;
&lt;br /&gt;
You can blast smoke away with explosives - clearing smoke much sooner then if you would have waited for it to disperse by itself.&lt;/div&gt;</summary>
		<author><name>Zmeja</name></author>
	</entry>
	<entry>
		<id>https://aop.zmeja.com/w/index.php?title=Quick_Recovery_(Armor_Trait)&amp;diff=4632</id>
		<title>Quick Recovery (Armor Trait)</title>
		<link rel="alternate" type="text/html" href="https://aop.zmeja.com/w/index.php?title=Quick_Recovery_(Armor_Trait)&amp;diff=4632"/>
		<updated>2026-06-16T07:15:10Z</updated>

		<summary type="html">&lt;p&gt;Zmeja: Value fixes and notes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Armor Trait&lt;br /&gt;
|description = &amp;lt;onlyinclude&amp;gt;&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Recover 0.5 seconds faster from [[Knockouts]], as well as 10% faster from [[Winded]], [[Suppression]] and [[Disoriented]] effects.&amp;lt;/span&amp;gt;&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This effect can stack with itself, as well as with the perk [[Quick Recovery]].&lt;br /&gt;
&lt;br /&gt;
It is currently found mostly on Leather Armors, Leather Jackets as well as Support Combat Armors.&lt;br /&gt;
|notes = Drug withdrawal effects are not affected by the reduction in duration.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Zmeja</name></author>
	</entry>
	<entry>
		<id>https://aop.zmeja.com/w/index.php?title=Criticals&amp;diff=4625</id>
		<title>Criticals</title>
		<link rel="alternate" type="text/html" href="https://aop.zmeja.com/w/index.php?title=Criticals&amp;diff=4625"/>
		<updated>2026-06-08T19:17:05Z</updated>

		<summary type="html">&lt;p&gt;Zmeja: NoS no longer gives luck&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)]] || +15%&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>Zmeja</name></author>
	</entry>
	<entry>
		<id>https://aop.zmeja.com/w/index.php?title=Criticals&amp;diff=4624</id>
		<title>Criticals</title>
		<link rel="alternate" type="text/html" href="https://aop.zmeja.com/w/index.php?title=Criticals&amp;diff=4624"/>
		<updated>2026-06-08T19:16:30Z</updated>

		<summary type="html">&lt;p&gt;Zmeja: NoS no longer gives luck.&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]] in which case you actually &#039;&#039;&#039;gain&#039;&#039;&#039; 2 Luck for the purposes of [[Critical Resistance]] when you are winded.&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)]] || +15%&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>Zmeja</name></author>
	</entry>
	<entry>
		<id>https://aop.zmeja.com/w/index.php?title=Criticals&amp;diff=4623</id>
		<title>Criticals</title>
		<link rel="alternate" type="text/html" href="https://aop.zmeja.com/w/index.php?title=Criticals&amp;diff=4623"/>
		<updated>2026-06-08T19:15:31Z</updated>

		<summary type="html">&lt;p&gt;Zmeja: Fixed values.&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]] in which case you actually &#039;&#039;&#039;gain&#039;&#039;&#039; 2 Luck for the purposes of [[Critical Resistance]] when you are disoriented.&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]] in which case you actually &#039;&#039;&#039;gain&#039;&#039;&#039; 2 Luck for the purposes of [[Critical Resistance]] when you are winded.&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)]] || +15%&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>Zmeja</name></author>
	</entry>
	<entry>
		<id>https://aop.zmeja.com/w/index.php?title=Four_Eyes&amp;diff=4622</id>
		<title>Four Eyes</title>
		<link rel="alternate" type="text/html" href="https://aop.zmeja.com/w/index.php?title=Four_Eyes&amp;diff=4622"/>
		<updated>2026-06-08T13:54:20Z</updated>

		<summary type="html">&lt;p&gt;Zmeja: Balance Updates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trait&lt;br /&gt;
|image = File:FourEyes.png&lt;br /&gt;
|positive = Adds [[Sight Range]] as if you gained 3 [[Perception]]. This means you see 12 hexes further at day, less so at night.&lt;br /&gt;
|negative = Removes a huge chunk of your side visions. Meaning that while you see much further towards the front, your forward-sides, backward-sides, and back suffers immensely! Your situational awareness is severely hindered!&lt;br /&gt;
|recommendations = Snipers who need that extra chunk of vision, can grab this. Remember, you can still constantly look around your character to diminish the negative effects of the trait!&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Zmeja</name></author>
	</entry>
	<entry>
		<id>https://aop.zmeja.com/w/index.php?title=Poison&amp;diff=4621</id>
		<title>Poison</title>
		<link rel="alternate" type="text/html" href="https://aop.zmeja.com/w/index.php?title=Poison&amp;diff=4621"/>
		<updated>2026-06-08T13:42:38Z</updated>

		<summary type="html">&lt;p&gt;Zmeja: Balance updates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Effects of Poison =&lt;br /&gt;
Poison lowers some of your stats. Those are: [[Healing Rate]], [[Bleed Resistance]] and [[Critical Resistance]].&lt;br /&gt;
&lt;br /&gt;
Poison goes from 0 to 10000. This value is mostly just arbitrary, as the effects scale linearly from 0 to 10000.&lt;br /&gt;
&lt;br /&gt;
== Healing Rate ==&lt;br /&gt;
Healing Rate is lowered to a -20.&lt;br /&gt;
&lt;br /&gt;
This value is applied linearly up to the highest poisoning value level (10000).&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
Zmeja has a Healing Rate of 12. He currently has 5000 Poisoning. If he would have 10000 Poisoning, he would have -20 Healing Rate. But because he only has half the poison value, he has half of the malus - thus having only -4 Healing Rate.&lt;br /&gt;
&lt;br /&gt;
== Bleed Resistance ==&lt;br /&gt;
Bleed Resistance is lowered up to 30 on the highest poisoning level. (For example, [[Improved Hemostasis]] adds 20. So it is as strong as 1.5 negative Improved Hemostasises)&lt;br /&gt;
&lt;br /&gt;
== Critical Resistance ==&lt;br /&gt;
Critical Resistance is halved on the highest poisoning level. However, only the natural Critical Resistance gained from Luck (and [[Man of Steel]]), as well as the Leadership Boost are affected.&lt;br /&gt;
The Critical Resistance you get or lose from Drugs, as well as from an Artifact, are NOT affected.&lt;br /&gt;
&lt;br /&gt;
= Poison Resistance =&lt;br /&gt;
Just like Radiation Resistance works for Radiation, Poison Resistance works for Poison. Currently, the only reliable way to get Poison Resistance is through your [[Endurance]] as well as the [[Lizard Limbs]] trait. Each point in Endurance will give you 5% Poison Resistance, which means that with 10 Endurance, you will already have 50% Poison Resistance.&lt;br /&gt;
&lt;br /&gt;
While a gas-mask does not give you Poison Resistance directly, it does still lower the amount of poison (and bleed) damage you get from standing inside gas.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;math&amp;gt;Poison Resistance = (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 Poison Resistance&lt;br /&gt;
|-&lt;br /&gt;
! Modifiers !! Poison Resistance&lt;br /&gt;
|-&lt;br /&gt;
| [[Fast Metabolism]] || -25%&lt;br /&gt;
|-&lt;br /&gt;
| [[Lizard Limbs]] || +25%&lt;br /&gt;
|-&lt;br /&gt;
| Droplet [[Artifact]] || +20%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Poison Removal =&lt;br /&gt;
Unlike Radiation, Poison will go away on its own. In order to remove Poison, you are advised to take [[Antidote (Drug)]], which will remove 1000 Poison every 30 seconds for 120 seconds.&lt;br /&gt;
&lt;br /&gt;
You heal 166.66 Poison every 5 seconds.&lt;br /&gt;
&lt;br /&gt;
= Sources of Poison =&lt;br /&gt;
== [[Gas]] ==&lt;br /&gt;
A very popular way for players to apply poison onto you is through the use of gas-grenades. These are especially prevalent in the middle of the season, where gas-masks might still not be used and the advantage you gain from flushing enemies out of entrenched positions can be massive. You will quickly notice the presence of green-ish gas once a gas-grenade is thrown. It expands quite far and also has a longer life-time then your average fire or smoke. It does however NOT block vision, even though it might look like that.&lt;br /&gt;
&lt;br /&gt;
== Attacks ==&lt;br /&gt;
Some NPCs attacks, as well as some very specific weaponry, can apply Poison Damage on hit. This is especially noticeable in Hospital, where the monstrosities there can not only poison you, but also radiate you.&lt;br /&gt;
&lt;br /&gt;
== [[Venomous Hands]] ==&lt;br /&gt;
This perk is almost exclusively used by Melee characters - which makes their Melee attacks apply Poison on hit. This can add up to quite some numbers, especially if you let them poke at you for a longer time.&lt;/div&gt;</summary>
		<author><name>Zmeja</name></author>
	</entry>
	<entry>
		<id>https://aop.zmeja.com/w/index.php?title=Lizard_Limbs&amp;diff=4620</id>
		<title>Lizard Limbs</title>
		<link rel="alternate" type="text/html" href="https://aop.zmeja.com/w/index.php?title=Lizard_Limbs&amp;diff=4620"/>
		<updated>2026-06-08T13:40:26Z</updated>

		<summary type="html">&lt;p&gt;Zmeja: Typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trait&lt;br /&gt;
|image = File:LizardLimbs.png&lt;br /&gt;
|positive = +50% chance of regenerating a random limb every 5 seconds.&amp;lt;br&amp;gt;+25% [[Poison Resistance]]&lt;br /&gt;
|negative = -5 [[Healing Rate]]&lt;br /&gt;
}}&lt;br /&gt;
{{Changelog&lt;br /&gt;
|date1 = 26.04.2024&lt;br /&gt;
|name1 = +40% -&amp;gt; +50% effect strength&amp;lt;br&amp;gt;10 -&amp;gt; 5 second cooldown&lt;br /&gt;
|date2 = 08.06.2026&lt;br /&gt;
|name2 = +25% Poison Resistance instead of -50% Poison Damage.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Zmeja</name></author>
	</entry>
	<entry>
		<id>https://aop.zmeja.com/w/index.php?title=Fast_Metabolism&amp;diff=4619</id>
		<title>Fast Metabolism</title>
		<link rel="alternate" type="text/html" href="https://aop.zmeja.com/w/index.php?title=Fast_Metabolism&amp;diff=4619"/>
		<updated>2026-06-08T13:40:10Z</updated>

		<summary type="html">&lt;p&gt;Zmeja: Typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trait&lt;br /&gt;
|image = File:FastMetabolism.png&lt;br /&gt;
|positive = +5 [[Healing Rate]] to your character.&lt;br /&gt;
|negative = -25% [[Poison Resistance]]&amp;lt;br&amp;gt;-20% [[Bleed Resistance]]&lt;br /&gt;
&lt;br /&gt;
Due to the complicated nature of calculating Bleed Resistances, it is hard to give it a number. It does remove as much Bleed Resistance however, as [[Improved Hemostasis]] adds. It also is quite a substantial amount. You are recommended to use the online calculator to see how this Trait affects your Bleedout speed.&lt;br /&gt;
}}&lt;br /&gt;
{{Changelog&lt;br /&gt;
|date1 = 08.06.2026&lt;br /&gt;
|name1 = -25% Poison Resistance instead of +50% Poison Damage.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Zmeja</name></author>
	</entry>
	<entry>
		<id>https://aop.zmeja.com/w/index.php?title=Fast_Metabolism&amp;diff=4618</id>
		<title>Fast Metabolism</title>
		<link rel="alternate" type="text/html" href="https://aop.zmeja.com/w/index.php?title=Fast_Metabolism&amp;diff=4618"/>
		<updated>2026-06-08T13:39:59Z</updated>

		<summary type="html">&lt;p&gt;Zmeja: Balance Update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trait&lt;br /&gt;
|image = File:FastMetabolism.png&lt;br /&gt;
|positive = +5 [[Healing Rate]] to your character.&lt;br /&gt;
|negative = -25% [[Poison Resistance]]&amp;lt;br&amp;gt;-20% [[Bleed Resistance]].&lt;br /&gt;
&lt;br /&gt;
Due to the complicated nature of calculating Bleed Resistances, it is hard to give it a number. It does remove as much Bleed Resistance however, as [[Improved Hemostasis]] adds. It also is quite a substantial amount. You are recommended to use the online calculator to see how this Trait affects your Bleedout speed.&lt;br /&gt;
}}&lt;br /&gt;
{{Changelog&lt;br /&gt;
|date1 = 08.06.2026&lt;br /&gt;
|name1 = -25% Poison Resistance instead of +50% Poison Damage.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Zmeja</name></author>
	</entry>
	<entry>
		<id>https://aop.zmeja.com/w/index.php?title=Category:Traits&amp;diff=4617</id>
		<title>Category:Traits</title>
		<link rel="alternate" type="text/html" href="https://aop.zmeja.com/w/index.php?title=Category:Traits&amp;diff=4617"/>
		<updated>2026-06-08T13:38:38Z</updated>

		<summary type="html">&lt;p&gt;Zmeja: Balance Update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Traits ==&lt;br /&gt;
Every character can have up to 2 Traits. As they are optional, it is also possible to just take 1, or none at all.&lt;br /&gt;
All Traits have positive, as well as negative effects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ List of Traits&lt;br /&gt;
|-&lt;br /&gt;
! Name !! &amp;lt;div style=&amp;quot;color:#00AA00;&amp;gt;Positive&amp;lt;/div&amp;gt; !! &amp;lt;div style=&amp;quot;color:#AA0000;&amp;gt;Negative&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Fast Metabolism]] || +5 [[Healing Rate]]&amp;lt;br&amp;gt;-25% [[Poison Resistance]] || -4.0 [[Bleed Resistance]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Bruiser]] || +2 [[Strength]] || -2.25 [[AP+ Regen]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Small Frame]] || +1 [[Agility]] || +15% chance to be knocked down&lt;br /&gt;
|-&lt;br /&gt;
| [[Finesse]] || +10% [[Base Critical Chance]] || Only Half additional damage from [[Criticals]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Heavy Handed]] || +20 Melee Damage || -1 [[Agility]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fast Shot]] || -10% [[AP]] per Attack || -5% Hit Chance&lt;br /&gt;
|-&lt;br /&gt;
| [[Dead Man Walking]] || +100 Bleed Out HP (Alive until -200HP) || -10 Maximum [[HP]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Lizard Limbs]] || 50% chance of curing a random limb every 5 seconds&amp;lt;br&amp;gt;+25% [[Poison Resistance]] || -5 [[Healing Rate]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Skilled]] || +8 [[Skill Points]] per [[Level]] || [[Perk]] every 4 level instead of every 3 level (6 total Perks instead of 8)&lt;br /&gt;
|-&lt;br /&gt;
| [[Drug Dealer]] || +50% Effectiveness of [[Healing Drugs]] || Double AP Cost of Healing Drugs if used on yourself&lt;br /&gt;
|-&lt;br /&gt;
| [[Four Eyes]] || +3 [[Perception]] to determine [[Sight Range]] || Increased Tunnel Vision (Less View of Side / Back)&lt;br /&gt;
|-&lt;br /&gt;
| [[Blind Luck]] || -3 to traps detection range || 50% chance of avoiding effects of any trap (including damage)&lt;br /&gt;
|-&lt;br /&gt;
| [[Gifted]] || +1 to every [[Special]] Stat (Each SPECIAL stats must be 2 or more) || No tagged skills&lt;br /&gt;
|-&lt;br /&gt;
| [[Kamikaze]] || +5 [[Charisma]] to determine Suppression Resistance || No [[Armor Class]] Benefits at all&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zmeja</name></author>
	</entry>
	<entry>
		<id>https://aop.zmeja.com/w/index.php?title=Lizard_Limbs&amp;diff=4616</id>
		<title>Lizard Limbs</title>
		<link rel="alternate" type="text/html" href="https://aop.zmeja.com/w/index.php?title=Lizard_Limbs&amp;diff=4616"/>
		<updated>2026-06-08T13:37:42Z</updated>

		<summary type="html">&lt;p&gt;Zmeja: Lizard Limbs balance update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trait&lt;br /&gt;
|image = File:LizardLimbs.png&lt;br /&gt;
|positive = +50% chance of regenerating a random limb every 5 seconds.&amp;lt;br&amp;gt;+25% [[Poison Resistance]].&lt;br /&gt;
|negative = -5 [[Healing Rate]].&lt;br /&gt;
}}&lt;br /&gt;
{{Changelog&lt;br /&gt;
|date1 = 26.04.2024&lt;br /&gt;
|name1 = +40% -&amp;gt; +50% effect strength&amp;lt;br&amp;gt;10 -&amp;gt; 5 second cooldown&lt;br /&gt;
|date2 = 08.06.2026&lt;br /&gt;
|name2 = +25% Poison Resistance instead of -50% Poison Damage.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Zmeja</name></author>
	</entry>
	<entry>
		<id>https://aop.zmeja.com/w/index.php?title=Artifacts&amp;diff=4615</id>
		<title>Artifacts</title>
		<link rel="alternate" type="text/html" href="https://aop.zmeja.com/w/index.php?title=Artifacts&amp;diff=4615"/>
		<updated>2026-06-05T18:09:42Z</updated>

		<summary type="html">&lt;p&gt;Zmeja: Artifact hotfix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Information ==&lt;br /&gt;
When looting an Artifact, it has a condition of 100%.&lt;br /&gt;
Putting it into your Utility slot will start applying its effects. The only downside of it is, that you will slowly get radiation damage as a result. So keep some beverage at hand to remove it.&lt;br /&gt;
In the case of Artifacts with an active component you have to use them from the Utility slot - just keep in mind that they apply a huge amount of radiation on usage!&lt;br /&gt;
&lt;br /&gt;
Once an Artifact hits 0% condition, it falls apart. Higher Quality artifacts have a longer use-time.&lt;br /&gt;
&lt;br /&gt;
You can decraft Artifacts with your [[Science]] skill. Each 10% remaining condition will give you 1 Artifact Fragment. So a fresh *normal* Artifact will give you 10 Artifact Fragments. 20 of which you can craft into a new random Artifact. Different Qualities further influence this number. So a Perfect Artifact will give you much more fragments, while a garbage one will give you much less.&lt;br /&gt;
&lt;br /&gt;
You can also turn in one artifacts to the Stalker Faction in [[Oldtown]], who will give you reputation and caps for them. The quality of the artifact is a key component in determining its worth.&lt;br /&gt;
&lt;br /&gt;
== List of Artifacts ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|List of Artifacts&lt;br /&gt;
|-&lt;br /&gt;
|Battery&lt;br /&gt;
||[[File:ArtifactBattery.png|frameless]]&lt;br /&gt;
||+15 Maximum [[AP]] (&amp;amp; +1.5 [[AP Regeneration]])&lt;br /&gt;
|-&lt;br /&gt;
|Bubble&lt;br /&gt;
||[[File:ArtifactBubble.png|frameless]]&lt;br /&gt;
||+15 [[Critical Resistance]]&lt;br /&gt;
|-&lt;br /&gt;
|Compass&lt;br /&gt;
||[[File:ArtifactCompass.png|frameless]]&lt;br /&gt;
||Teleports you randomly around the map on usage.&lt;br /&gt;
|-&lt;br /&gt;
|Crystal&lt;br /&gt;
||[[File:ArtifactCrystal.png|frameless]]&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
|Droplet&lt;br /&gt;
||[[File:ArtifactDroplet.png|frameless]]&lt;br /&gt;
||25% [[Radiation Resistance]]&amp;lt;br&amp;gt;25% [[Poison Resistance]]&amp;lt;br&amp;gt;Using it removes 50 [[Radiation]] &amp;amp; 500 Poison.&lt;br /&gt;
|-&lt;br /&gt;
|Eye&lt;br /&gt;
||[[File:ArtifactEye.png|frameless]]&lt;br /&gt;
||+15% [[Bleed Resistance]]&amp;lt;br&amp;gt;+15% Damage converted to [[Bleed]]&lt;br /&gt;
|-&lt;br /&gt;
|Fireball&lt;br /&gt;
||[[File:ArtifactFireball.png|frameless]]&lt;br /&gt;
||+15% Fire Resistance&amp;lt;br&amp;gt;+15% Plasma Resistance&amp;lt;br&amp;gt;-5% every other Resistance&lt;br /&gt;
|-&lt;br /&gt;
|Flame&lt;br /&gt;
||[[File:ArtifactFlame.png|frameless]]&lt;br /&gt;
||+10% Critical Chance&lt;br /&gt;
|-&lt;br /&gt;
|Flash&lt;br /&gt;
||[[File:ArtifactFlash.png|frameless]]&lt;br /&gt;
||+50 [[Armor Class]]&amp;lt;br&amp;gt;Using it gives you almost a full stack of [[Bloodthirst]] [[Run Speed]] boost.&lt;br /&gt;
|-&lt;br /&gt;
|Goldfish&lt;br /&gt;
||[[File:ArtifactGoldfish.png|frameless]]&lt;br /&gt;
||+30% Armor Bypass Resistance&lt;br /&gt;
|-&lt;br /&gt;
|Gravi&lt;br /&gt;
||[[File:ArtifactGravi.png|frameless]]&lt;br /&gt;
||Launches you forward upon usage.&lt;br /&gt;
|-&lt;br /&gt;
|Jellyfish&lt;br /&gt;
||[[File:ArtifactJellyfish.png|frameless]]&lt;br /&gt;
||+100 [[Carry Weight]]&lt;br /&gt;
|-&lt;br /&gt;
|Kolobok&lt;br /&gt;
||[[File:ArtifactKolobok.png|frameless]]&lt;br /&gt;
||+40 maximum [[HP]]&lt;br /&gt;
|-&lt;br /&gt;
|Mamasbeads&lt;br /&gt;
||[[File:ArtifactMamasbeads.png|frameless]]&lt;br /&gt;
||+15% Normal Resistance&amp;lt;br&amp;gt;-5% every other Resistance&lt;br /&gt;
|-&lt;br /&gt;
|Meatchunk&lt;br /&gt;
||[[File:ArtifactMeatchunk.png|frameless]]&lt;br /&gt;
||+100 HP the first time you fall under negative HP.&lt;br /&gt;
|-&lt;br /&gt;
|Moonlight&lt;br /&gt;
||[[File:ArtifactMoonlight.png|frameless]]&lt;br /&gt;
||Changes [[Weather]] randomly on the map you are on upon usage.&lt;br /&gt;
|-&lt;br /&gt;
|Nightstar&lt;br /&gt;
||[[File:ArtifactNightstar.png|frameless]]&lt;br /&gt;
||Creates a controllable decoy of yourself where you are standing. - Has ~250 HP and disappears into smoke at -20 HP.&lt;br /&gt;
|-&lt;br /&gt;
|Shell&lt;br /&gt;
||[[File:ArtifactShell.png|frameless]]&lt;br /&gt;
||+15% Explosive Resistance&amp;lt;br&amp;gt;+15% Laser Resistance&amp;lt;br&amp;gt;+15% Electric Resistance&amp;lt;br&amp;gt;-5% every other Resistance&lt;br /&gt;
|-&lt;br /&gt;
|Snowflake&lt;br /&gt;
||[[File:ArtifactSnowflake.png|frameless]]&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
|Sparkler&lt;br /&gt;
||[[File:ArtifactSparkler.png|frameless]]&lt;br /&gt;
||Treats you as 12 people for the purpose of enemy recon.&amp;lt;br&amp;gt;Generates 3 slightly delayed Sounds randomly on the map of the current weapon you have equipped.&lt;br /&gt;
|-&lt;br /&gt;
|Stoneblood&lt;br /&gt;
||[[File:ArtifactStoneblood.png|frameless]]&lt;br /&gt;
||You can see dead bodies through walls.&lt;br /&gt;
|-&lt;br /&gt;
|Stoneflower&lt;br /&gt;
||[[File:ArtifactStoneflower.png|frameless]]&lt;br /&gt;
||You can see where sound is coming from.&lt;br /&gt;
|-&lt;br /&gt;
|Wrenched&lt;br /&gt;
||[[File:ArtifactWrenched.png|frameless]]&lt;br /&gt;
||+8 [[Healing Rate]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zmeja</name></author>
	</entry>
	<entry>
		<id>https://aop.zmeja.com/w/index.php?title=Artifacts&amp;diff=4614</id>
		<title>Artifacts</title>
		<link rel="alternate" type="text/html" href="https://aop.zmeja.com/w/index.php?title=Artifacts&amp;diff=4614"/>
		<updated>2026-06-05T12:57:50Z</updated>

		<summary type="html">&lt;p&gt;Zmeja: Updated Artifact values&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Information ==&lt;br /&gt;
When looting an Artifact, it has a condition of 100%.&lt;br /&gt;
Putting it into your Utility slot will start applying its effects. The only downside of it is, that you will slowly get radiation damage as a result. So keep some beverage at hand to remove it.&lt;br /&gt;
In the case of Artifacts with an active component you have to use them from the Utility slot - just keep in mind that they apply a huge amount of radiation on usage!&lt;br /&gt;
&lt;br /&gt;
Once an Artifact hits 0% condition, it falls apart. Higher Quality artifacts have a longer use-time.&lt;br /&gt;
&lt;br /&gt;
You can decraft Artifacts with your [[Science]] skill. Each 10% remaining condition will give you 1 Artifact Fragment. So a fresh *normal* Artifact will give you 10 Artifact Fragments. 20 of which you can craft into a new random Artifact. Different Qualities further influence this number. So a Perfect Artifact will give you much more fragments, while a garbage one will give you much less.&lt;br /&gt;
&lt;br /&gt;
You can also turn in one artifacts to the Stalker Faction in [[Oldtown]], who will give you reputation and caps for them. The quality of the artifact is a key component in determining its worth.&lt;br /&gt;
&lt;br /&gt;
== List of Artifacts ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|List of Artifacts&lt;br /&gt;
|-&lt;br /&gt;
|Battery&lt;br /&gt;
||[[File:ArtifactBattery.png|frameless]]&lt;br /&gt;
||+15 Maximum [[AP]] (&amp;amp; +1.5 [[AP Regeneration]])&lt;br /&gt;
|-&lt;br /&gt;
|Bubble&lt;br /&gt;
||[[File:ArtifactBubble.png|frameless]]&lt;br /&gt;
||+15 [[Critical Resistance]]&lt;br /&gt;
|-&lt;br /&gt;
|Compass&lt;br /&gt;
||[[File:ArtifactCompass.png|frameless]]&lt;br /&gt;
||Teleports you randomly around the map on usage.&lt;br /&gt;
|-&lt;br /&gt;
|Crystal&lt;br /&gt;
||[[File:ArtifactCrystal.png|frameless]]&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
|Droplet&lt;br /&gt;
||[[File:ArtifactDroplet.png|frameless]]&lt;br /&gt;
||25% [[Radiation Resistance]]&amp;lt;br&amp;gt;25% [[Poison Resistance]]&amp;lt;br&amp;gt;Using it removes 50 [[Radiation]] &amp;amp; 500 Poison.&lt;br /&gt;
|-&lt;br /&gt;
|Eye&lt;br /&gt;
||[[File:ArtifactEye.png|frameless]]&lt;br /&gt;
||+10% [[Bleed Resistance]]&amp;lt;br&amp;gt;+20% Damage converted to [[Bleed]]&lt;br /&gt;
|-&lt;br /&gt;
|Fireball&lt;br /&gt;
||[[File:ArtifactFireball.png|frameless]]&lt;br /&gt;
||+20% Fire Resistance&amp;lt;br&amp;gt;+20% Plasma Resistance&lt;br /&gt;
|-&lt;br /&gt;
|Flame&lt;br /&gt;
||[[File:ArtifactFlame.png|frameless]]&lt;br /&gt;
||+10% Critical Chance&lt;br /&gt;
|-&lt;br /&gt;
|Flash&lt;br /&gt;
||[[File:ArtifactFlash.png|frameless]]&lt;br /&gt;
||+50 [[Armor Class]]&amp;lt;br&amp;gt;Using it gives you almost a full stack of [[Bloodthirst]] [[Run Speed]] boost.&lt;br /&gt;
|-&lt;br /&gt;
|Goldfish&lt;br /&gt;
||[[File:ArtifactGoldfish.png|frameless]]&lt;br /&gt;
||+30% Armor Bypass Resistance&lt;br /&gt;
|-&lt;br /&gt;
|Gravi&lt;br /&gt;
||[[File:ArtifactGravi.png|frameless]]&lt;br /&gt;
||Launches you forward upon usage.&lt;br /&gt;
|-&lt;br /&gt;
|Jellyfish&lt;br /&gt;
||[[File:ArtifactJellyfish.png|frameless]]&lt;br /&gt;
||+100 [[Carry Weight]]&lt;br /&gt;
|-&lt;br /&gt;
|Kolobok&lt;br /&gt;
||[[File:ArtifactKolobok.png|frameless]]&lt;br /&gt;
||+40 maximum [[HP]]&lt;br /&gt;
|-&lt;br /&gt;
|Mamasbeads&lt;br /&gt;
||[[File:ArtifactMamasbeads.png|frameless]]&lt;br /&gt;
||+20% Normal Resistance&lt;br /&gt;
|-&lt;br /&gt;
|Meatchunk&lt;br /&gt;
||[[File:ArtifactMeatchunk.png|frameless]]&lt;br /&gt;
||+100 HP the first time you fall under negative HP.&lt;br /&gt;
|-&lt;br /&gt;
|Moonlight&lt;br /&gt;
||[[File:ArtifactMoonlight.png|frameless]]&lt;br /&gt;
||Changes [[Weather]] randomly on the map you are on upon usage.&lt;br /&gt;
|-&lt;br /&gt;
|Nightstar&lt;br /&gt;
||[[File:ArtifactNightstar.png|frameless]]&lt;br /&gt;
||Creates a controllable decoy of yourself where you are standing. - Has ~250 HP and disappears into smoke at -20 HP.&lt;br /&gt;
|-&lt;br /&gt;
|Shell&lt;br /&gt;
||[[File:ArtifactShell.png|frameless]]&lt;br /&gt;
||+20% Explosive Resistance&amp;lt;br&amp;gt;+20% Laser Resistance&amp;lt;br&amp;gt;+20% Electric Resistance&lt;br /&gt;
|-&lt;br /&gt;
|Snowflake&lt;br /&gt;
||[[File:ArtifactSnowflake.png|frameless]]&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
|Sparkler&lt;br /&gt;
||[[File:ArtifactSparkler.png|frameless]]&lt;br /&gt;
||Treats you as 12 people for the purpose of enemy recon.&amp;lt;br&amp;gt;Generates 5 slightly delayed Sounds randomly on the map of the current weapon you have equipped.&lt;br /&gt;
|-&lt;br /&gt;
|Stoneblood&lt;br /&gt;
||[[File:ArtifactStoneblood.png|frameless]]&lt;br /&gt;
||You can see dead bodies through walls.&lt;br /&gt;
|-&lt;br /&gt;
|Stoneflower&lt;br /&gt;
||[[File:ArtifactStoneflower.png|frameless]]&lt;br /&gt;
||You can see where sound is coming from.&lt;br /&gt;
|-&lt;br /&gt;
|Wrenched&lt;br /&gt;
||[[File:ArtifactWrenched.png|frameless]]&lt;br /&gt;
||+8 [[Healing Rate]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zmeja</name></author>
	</entry>
	<entry>
		<id>https://aop.zmeja.com/w/index.php?title=Poison&amp;diff=4611</id>
		<title>Poison</title>
		<link rel="alternate" type="text/html" href="https://aop.zmeja.com/w/index.php?title=Poison&amp;diff=4611"/>
		<updated>2026-05-26T23:17:57Z</updated>

		<summary type="html">&lt;p&gt;Zmeja: Added notice where in the formula Men of Steel takes effect.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Effects of Poison =&lt;br /&gt;
Poison lowers some of your stats. Those are: [[Healing Rate]], [[Bleed Resistance]] and [[Critical Resistance]].&lt;br /&gt;
&lt;br /&gt;
Poison goes from 0 to 10000. This value is mostly just arbitrary, as the effects scale linearly from 0 to 10000.&lt;br /&gt;
&lt;br /&gt;
== Healing Rate ==&lt;br /&gt;
Healing Rate is lowered to a specific value, depending on your taken traits.&lt;br /&gt;
&lt;br /&gt;
The lowest your Healing Rate can go is -20. [[Fast Metabolism]] lowers this value a further 10, down to -30. [[Lizard Limbs]] does the opposite, adding a value of 10, up to -10.&lt;br /&gt;
Taking both [[Fast Metabolism]] and [[Lizard Limbs]] cancels each other out for a total of -20.&lt;br /&gt;
&lt;br /&gt;
This value is applied linearly up to the highest poisoning value level (10000).&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
Zmeja has a Healing Rate of 12 and the [[Fast Metabolism]] trait. He currently has 5000 Poisoning. If he would have 10000 Poisoning, he would have -30 Healing Rate. But because he only has half the poison value, he has half of the malus - thus having only -9 Healing Rate.&lt;br /&gt;
&lt;br /&gt;
== Bleed Resistance ==&lt;br /&gt;
Bleed Resistance is lowered up to 30 on the highest poisoning level. (For example, [[Improved Hemostasis]] adds 20. So it is as strong as 1.5 negative Improved Hemostasises)&lt;br /&gt;
&lt;br /&gt;
== Critical Resistance ==&lt;br /&gt;
Critical Resistance is halved on the highest poisoning level. However, only the natural Critical Resistance gained from Luck (and [[Man of Steel]]), as well as the Leadership Boost are affected.&lt;br /&gt;
The Critical Resistance you get or lose from Drugs, as well as from an Artifact, are NOT affected.&lt;br /&gt;
&lt;br /&gt;
= Poison Resistance =&lt;br /&gt;
Just like Radiation Resistance works for Radiation, Poison Resistance works for Poison. Currently, the only reliable way to get Poison Resistance is through your [[Endurance]] stat. Each point in Endurance will give you 5% Poison Resistance, which means that with 10 Endurance, you will already have 50% Poison Resistance.&lt;br /&gt;
&lt;br /&gt;
While a gas-mask does not give you Poison Resistance directly, it does still lower the amount of poison (and bleed) damage you get from standing inside gas.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;math&amp;gt;Poison Resistance = (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 Poison Resistance&lt;br /&gt;
|-&lt;br /&gt;
! Modifiers !! Poison Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Droplet [[Artifact]] || +20%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Poison Removal =&lt;br /&gt;
Unlike Radiation, Poison will go away on its own. In order to remove Poison, you are advised to take [[Antidote (Drug)]], which will remove 1000 Poison every 30 seconds for 120 seconds.&lt;br /&gt;
&lt;br /&gt;
You heal 166.66 Poison every 5 seconds.&lt;br /&gt;
&lt;br /&gt;
= Sources of Poison =&lt;br /&gt;
== [[Gas]] ==&lt;br /&gt;
A very popular way for players to apply poison onto you is through the use of gas-grenades. These are especially prevalent in the middle of the season, where gas-masks might still not be used and the advantage you gain from flushing enemies out of entrenched positions can be massive. You will quickly notice the presence of green-ish gas once a gas-grenade is thrown. It expands quite far and also has a longer life-time then your average fire or smoke. It does however NOT block vision, even though it might look like that.&lt;br /&gt;
&lt;br /&gt;
== Attacks ==&lt;br /&gt;
Some NPCs attacks, as well as some very specific weaponry, can apply Poison Damage on hit. This is especially noticeable in Hospital, where the monstrosities there can not only poison you, but also radiate you.&lt;br /&gt;
&lt;br /&gt;
== [[Venomous Hands]] ==&lt;br /&gt;
This perk is almost exclusively used by Melee characters - which makes their Melee attacks apply Poison on hit. This can add up to quite some numbers, especially if you let them poke at you for a longer time.&lt;/div&gt;</summary>
		<author><name>Zmeja</name></author>
	</entry>
	<entry>
		<id>https://aop.zmeja.com/w/index.php?title=Poison&amp;diff=4610</id>
		<title>Poison</title>
		<link rel="alternate" type="text/html" href="https://aop.zmeja.com/w/index.php?title=Poison&amp;diff=4610"/>
		<updated>2026-05-26T22:40:59Z</updated>

		<summary type="html">&lt;p&gt;Zmeja: Added decay of poison values.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Effects of Poison =&lt;br /&gt;
Poison lowers some of your stats. Those are: [[Healing Rate]], [[Bleed Resistance]] and [[Critical Resistance]].&lt;br /&gt;
&lt;br /&gt;
Poison goes from 0 to 10000. This value is mostly just arbitrary, as the effects scale linearly from 0 to 10000.&lt;br /&gt;
&lt;br /&gt;
== Healing Rate ==&lt;br /&gt;
Healing Rate is lowered to a specific value, depending on your taken traits.&lt;br /&gt;
&lt;br /&gt;
The lowest your Healing Rate can go is -20. [[Fast Metabolism]] lowers this value a further 10, down to -30. [[Lizard Limbs]] does the opposite, adding a value of 10, up to -10.&lt;br /&gt;
Taking both [[Fast Metabolism]] and [[Lizard Limbs]] cancels each other out for a total of -20.&lt;br /&gt;
&lt;br /&gt;
This value is applied linearly up to the highest poisoning value level (10000).&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
Zmeja has a Healing Rate of 12 and the [[Fast Metabolism]] trait. He currently has 5000 Poisoning. If he would have 10000 Poisoning, he would have -30 Healing Rate. But because he only has half the poison value, he has half of the malus - thus having only -9 Healing Rate.&lt;br /&gt;
&lt;br /&gt;
== Bleed Resistance ==&lt;br /&gt;
Bleed Resistance is lowered up to 30 on the highest poisoning level. (For example, [[Improved Hemostasis]] adds 20. So it is as strong as 1.5 negative Improved Hemostasises)&lt;br /&gt;
&lt;br /&gt;
== Critical Resistance ==&lt;br /&gt;
Critical Resistance is halved on the highest poisoning level. However, only the natural Critical Resistance gained from Luck, as well as the Leadership Boost are affected.&lt;br /&gt;
The Critical Resistance you get or lose from Drugs, as well as from an Artifact, are NOT affected.&lt;br /&gt;
&lt;br /&gt;
= Poison Resistance =&lt;br /&gt;
Just like Radiation Resistance works for Radiation, Poison Resistance works for Poison. Currently, the only reliable way to get Poison Resistance is through your [[Endurance]] stat. Each point in Endurance will give you 5% Poison Resistance, which means that with 10 Endurance, you will already have 50% Poison Resistance.&lt;br /&gt;
&lt;br /&gt;
While a gas-mask does not give you Poison Resistance directly, it does still lower the amount of poison (and bleed) damage you get from standing inside gas.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;math&amp;gt;Poison Resistance = (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 Poison Resistance&lt;br /&gt;
|-&lt;br /&gt;
! Modifiers !! Poison Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Droplet [[Artifact]] || +20%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Poison Removal =&lt;br /&gt;
Unlike Radiation, Poison will go away on its own. In order to remove Poison, you are advised to take [[Antidote (Drug)]], which will remove 1000 Poison every 30 seconds for 120 seconds.&lt;br /&gt;
&lt;br /&gt;
You heal 166.66 Poison every 5 seconds.&lt;br /&gt;
&lt;br /&gt;
= Sources of Poison =&lt;br /&gt;
== [[Gas]] ==&lt;br /&gt;
A very popular way for players to apply poison onto you is through the use of gas-grenades. These are especially prevalent in the middle of the season, where gas-masks might still not be used and the advantage you gain from flushing enemies out of entrenched positions can be massive. You will quickly notice the presence of green-ish gas once a gas-grenade is thrown. It expands quite far and also has a longer life-time then your average fire or smoke. It does however NOT block vision, even though it might look like that.&lt;br /&gt;
&lt;br /&gt;
== Attacks ==&lt;br /&gt;
Some NPCs attacks, as well as some very specific weaponry, can apply Poison Damage on hit. This is especially noticeable in Hospital, where the monstrosities there can not only poison you, but also radiate you.&lt;br /&gt;
&lt;br /&gt;
== [[Venomous Hands]] ==&lt;br /&gt;
This perk is almost exclusively used by Melee characters - which makes their Melee attacks apply Poison on hit. This can add up to quite some numbers, especially if you let them poke at you for a longer time.&lt;/div&gt;</summary>
		<author><name>Zmeja</name></author>
	</entry>
	<entry>
		<id>https://aop.zmeja.com/w/index.php?title=Antidote_(Drug)&amp;diff=4609</id>
		<title>Antidote (Drug)</title>
		<link rel="alternate" type="text/html" href="https://aop.zmeja.com/w/index.php?title=Antidote_(Drug)&amp;diff=4609"/>
		<updated>2026-05-26T22:36:27Z</updated>

		<summary type="html">&lt;p&gt;Zmeja: Fixed values&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Recipe&lt;br /&gt;
|recipe = 10x [[Green Mutfruit]]&amp;lt;br&amp;gt;5x [[Broc Flower]]&amp;lt;br&amp;gt;5x [[Xander Root]]&amp;lt;br&amp;gt;2x [[Scorpion Tail]]&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=B&lt;br /&gt;
|duration=120 Seconds&lt;br /&gt;
|image = File:Antidote.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;-1000 [[Poison]] every 30 seconds&amp;lt;/span&amp;gt;&lt;br /&gt;
{{!}}}&lt;br /&gt;
|notes = The effect starts immediately, meaning you get 5 effects in the duration of 120 seconds.&lt;br /&gt;
&lt;br /&gt;
A duration of 120 seconds means you will have a total of 5 instances where your poison will be lowered, for a total of -5000 Poison.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Zmeja</name></author>
	</entry>
	<entry>
		<id>https://aop.zmeja.com/w/index.php?title=Poison&amp;diff=4608</id>
		<title>Poison</title>
		<link rel="alternate" type="text/html" href="https://aop.zmeja.com/w/index.php?title=Poison&amp;diff=4608"/>
		<updated>2026-05-26T22:34:08Z</updated>

		<summary type="html">&lt;p&gt;Zmeja: Added value of how much poison Antidote is removing.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Effects of Poison =&lt;br /&gt;
Poison lowers some of your stats. Those are: [[Healing Rate]], [[Bleed Resistance]] and [[Critical Resistance]].&lt;br /&gt;
&lt;br /&gt;
Poison goes from 0 to 10000. This value is mostly just arbitrary, as the effects scale linearly from 0 to 10000.&lt;br /&gt;
&lt;br /&gt;
== Healing Rate ==&lt;br /&gt;
Healing Rate is lowered to a specific value, depending on your taken traits.&lt;br /&gt;
&lt;br /&gt;
The lowest your Healing Rate can go is -20. [[Fast Metabolism]] lowers this value a further 10, down to -30. [[Lizard Limbs]] does the opposite, adding a value of 10, up to -10.&lt;br /&gt;
Taking both [[Fast Metabolism]] and [[Lizard Limbs]] cancels each other out for a total of -20.&lt;br /&gt;
&lt;br /&gt;
This value is applied linearly up to the highest poisoning value level (10000).&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
Zmeja has a Healing Rate of 12 and the [[Fast Metabolism]] trait. He currently has 5000 Poisoning. If he would have 10000 Poisoning, he would have -30 Healing Rate. But because he only has half the poison value, he has half of the malus - thus having only -9 Healing Rate.&lt;br /&gt;
&lt;br /&gt;
== Bleed Resistance ==&lt;br /&gt;
Bleed Resistance is lowered up to 30 on the highest poisoning level. (For example, [[Improved Hemostasis]] adds 20. So it is as strong as 1.5 negative Improved Hemostasises)&lt;br /&gt;
&lt;br /&gt;
== Critical Resistance ==&lt;br /&gt;
Critical Resistance is halved on the highest poisoning level. However, only the natural Critical Resistance gained from Luck, as well as the Leadership Boost are affected.&lt;br /&gt;
The Critical Resistance you get or lose from Drugs, as well as from an Artifact, are NOT affected.&lt;br /&gt;
&lt;br /&gt;
= Poison Resistance =&lt;br /&gt;
Just like Radiation Resistance works for Radiation, Poison Resistance works for Poison. Currently, the only reliable way to get Poison Resistance is through your [[Endurance]] stat. Each point in Endurance will give you 5% Poison Resistance, which means that with 10 Endurance, you will already have 50% Poison Resistance.&lt;br /&gt;
&lt;br /&gt;
While a gas-mask does not give you Poison Resistance directly, it does still lower the amount of poison (and bleed) damage you get from standing inside gas.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;math&amp;gt;Poison Resistance = (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 Poison Resistance&lt;br /&gt;
|-&lt;br /&gt;
! Modifiers !! Poison Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Droplet [[Artifact]] || +20%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Poison Removal =&lt;br /&gt;
Unlike Radiation, Poison will go away on its own. In order to remove Poison, you are advised to take [[Antidote (Drug)]], which will remove 1000 Poison every 30 seconds for 120 seconds.&lt;br /&gt;
&lt;br /&gt;
= Sources of Poison =&lt;br /&gt;
== [[Gas]] ==&lt;br /&gt;
A very popular way for players to apply poison onto you is through the use of gas-grenades. These are especially prevalent in the middle of the season, where gas-masks might still not be used and the advantage you gain from flushing enemies out of entrenched positions can be massive. You will quickly notice the presence of green-ish gas once a gas-grenade is thrown. It expands quite far and also has a longer life-time then your average fire or smoke. It does however NOT block vision, even though it might look like that.&lt;br /&gt;
&lt;br /&gt;
== Attacks ==&lt;br /&gt;
Some NPCs attacks, as well as some very specific weaponry, can apply Poison Damage on hit. This is especially noticeable in Hospital, where the monstrosities there can not only poison you, but also radiate you.&lt;br /&gt;
&lt;br /&gt;
== [[Venomous Hands]] ==&lt;br /&gt;
This perk is almost exclusively used by Melee characters - which makes their Melee attacks apply Poison on hit. This can add up to quite some numbers, especially if you let them poke at you for a longer time.&lt;/div&gt;</summary>
		<author><name>Zmeja</name></author>
	</entry>
	<entry>
		<id>https://aop.zmeja.com/w/index.php?title=Poison&amp;diff=4607</id>
		<title>Poison</title>
		<link rel="alternate" type="text/html" href="https://aop.zmeja.com/w/index.php?title=Poison&amp;diff=4607"/>
		<updated>2026-05-26T22:33:15Z</updated>

		<summary type="html">&lt;p&gt;Zmeja: Typos.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Effects of Poison =&lt;br /&gt;
Poison lowers some of your stats. Those are: [[Healing Rate]], [[Bleed Resistance]] and [[Critical Resistance]].&lt;br /&gt;
&lt;br /&gt;
Poison goes from 0 to 10000. This value is mostly just arbitrary, as the effects scale linearly from 0 to 10000.&lt;br /&gt;
&lt;br /&gt;
== Healing Rate ==&lt;br /&gt;
Healing Rate is lowered to a specific value, depending on your taken traits.&lt;br /&gt;
&lt;br /&gt;
The lowest your Healing Rate can go is -20. [[Fast Metabolism]] lowers this value a further 10, down to -30. [[Lizard Limbs]] does the opposite, adding a value of 10, up to -10.&lt;br /&gt;
Taking both [[Fast Metabolism]] and [[Lizard Limbs]] cancels each other out for a total of -20.&lt;br /&gt;
&lt;br /&gt;
This value is applied linearly up to the highest poisoning value level (10000).&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
Zmeja has a Healing Rate of 12 and the [[Fast Metabolism]] trait. He currently has 5000 Poisoning. If he would have 10000 Poisoning, he would have -30 Healing Rate. But because he only has half the poison value, he has half of the malus - thus having only -9 Healing Rate.&lt;br /&gt;
&lt;br /&gt;
== Bleed Resistance ==&lt;br /&gt;
Bleed Resistance is lowered up to 30 on the highest poisoning level. (For example, [[Improved Hemostasis]] adds 20. So it is as strong as 1.5 negative Improved Hemostasises)&lt;br /&gt;
&lt;br /&gt;
== Critical Resistance ==&lt;br /&gt;
Critical Resistance is halved on the highest poisoning level. However, only the natural Critical Resistance gained from Luck, as well as the Leadership Boost are affected.&lt;br /&gt;
The Critical Resistance you get or lose from Drugs, as well as from an Artifact, are NOT affected.&lt;br /&gt;
&lt;br /&gt;
= Poison Resistance =&lt;br /&gt;
Just like Radiation Resistance works for Radiation, Poison Resistance works for Poison. Currently, the only reliable way to get Poison Resistance is through your [[Endurance]] stat. Each point in Endurance will give you 5% Poison Resistance, which means that with 10 Endurance, you will already have 50% Poison Resistance.&lt;br /&gt;
&lt;br /&gt;
While a gas-mask does not give you Poison Resistance directly, it does still lower the amount of poison (and bleed) damage you get from standing inside gas.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;math&amp;gt;Poison Resistance = (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 Poison Resistance&lt;br /&gt;
|-&lt;br /&gt;
! Modifiers !! Poison Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Droplet [[Artifact]] || +20%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Poison Removal =&lt;br /&gt;
Unlike Radiation, Poison will go away on its own. In order to remove Poison, you are advised to take [[Antidote (Drug)]], which will remove some Poison every 30 seconds for 120 seconds.&lt;br /&gt;
&lt;br /&gt;
= Sources of Poison =&lt;br /&gt;
== [[Gas]] ==&lt;br /&gt;
A very popular way for players to apply poison onto you is through the use of gas-grenades. These are especially prevalent in the middle of the season, where gas-masks might still not be used and the advantage you gain from flushing enemies out of entrenched positions can be massive. You will quickly notice the presence of green-ish gas once a gas-grenade is thrown. It expands quite far and also has a longer life-time then your average fire or smoke. It does however NOT block vision, even though it might look like that.&lt;br /&gt;
&lt;br /&gt;
== Attacks ==&lt;br /&gt;
Some NPCs attacks, as well as some very specific weaponry, can apply Poison Damage on hit. This is especially noticeable in Hospital, where the monstrosities there can not only poison you, but also radiate you.&lt;br /&gt;
&lt;br /&gt;
== [[Venomous Hands]] ==&lt;br /&gt;
This perk is almost exclusively used by Melee characters - which makes their Melee attacks apply Poison on hit. This can add up to quite some numbers, especially if you let them poke at you for a longer time.&lt;/div&gt;</summary>
		<author><name>Zmeja</name></author>
	</entry>
	<entry>
		<id>https://aop.zmeja.com/w/index.php?title=Poison&amp;diff=4606</id>
		<title>Poison</title>
		<link rel="alternate" type="text/html" href="https://aop.zmeja.com/w/index.php?title=Poison&amp;diff=4606"/>
		<updated>2026-05-26T22:32:04Z</updated>

		<summary type="html">&lt;p&gt;Zmeja: Updated Poison page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Effects of Poison =&lt;br /&gt;
Poison lowers some of your stats. Those are: [[Healing Rate]], [[Bleed Resistance]] and [[Critical Resistance]].&lt;br /&gt;
&lt;br /&gt;
Poison goes from 0 to 10000. This value is mostly just arbitrary, as the effects scale linearly from 0 to 10000.&lt;br /&gt;
&lt;br /&gt;
== Healing Rate ==&lt;br /&gt;
Healing Rate is lowered to a specific value, depending on your taking perks or traits.&lt;br /&gt;
&lt;br /&gt;
The lowest your Healing Rate can go is -20. [[Fast Metabolism]] lowers this value a further 10, down to -30. [[Lizard Limbs]] does the opposite, adding a value of 10, up to -10.&lt;br /&gt;
Taking both [[Fast Metabolism]] and [[Lizard Limbs]] cancels each other out for a total of -20.&lt;br /&gt;
&lt;br /&gt;
This value is applied linearly up to the highest poisoning value level (10000).&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
Zmeja has a Healing Rate of 12 and the [[Fast Metabolism]] trait. He currently has 5000 Poisoning. If he would have 10000 Poisoning, he would have -30 Healing Rate. But because he only has half the poison value, he has half of the malus - thus having only -9 Healing Rate.&lt;br /&gt;
&lt;br /&gt;
== Bleed Resistance ==&lt;br /&gt;
Bleed Resistance is lowered up to 30 on the highest poisoning level. (For example, [[Improved Hemostasis]] adds 20. So it is as strong as 1.5 negative Improved Hemostasises)&lt;br /&gt;
&lt;br /&gt;
== Critical Resistance ==&lt;br /&gt;
Critical Resistance is halved on the highest poisoning level. However, only the natural Critical Resistance gained from Luck, as well as the Leadership Boost are affected.&lt;br /&gt;
The Critical Resistance you get or lose from Drugs, as well as from an Artifact, are NOT affected.&lt;br /&gt;
&lt;br /&gt;
= Poison Resistance =&lt;br /&gt;
Just like Radiation Resistance works for Radiation, Poison Resistance works for Poison. Currently, the only reliable way to get Poison Resistance is through your [[Endurance]] stat. Each point in Endurance will give you 5% Poison Resistance, which means that with 10 Endurance, you will already have 50% Poison Resistance.&lt;br /&gt;
&lt;br /&gt;
While a gas-mask does not give you Poison Resistance directly, it does still lower the amount of poison (and bleed) damage you get from standing inside gas.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;math&amp;gt;Poison Resistance = (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 Poison Resistance&lt;br /&gt;
|-&lt;br /&gt;
! Modifiers !! Poison Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Droplet [[Artifact]] || +20%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Poison Removal =&lt;br /&gt;
Unlike Radiation, Poison will go away on its own. In order to remove Poison, you are advised to take [[Antidote (Drug)]], which will remove some Poison every 30 seconds for 120 seconds.&lt;br /&gt;
&lt;br /&gt;
= Sources of Poison =&lt;br /&gt;
== [[Gas]] ==&lt;br /&gt;
A very popular way for players to apply poison onto you is through the use of gas-grenades. These are especially prevalent in the middle of the season, where gas-masks might still not be used and the advantage you gain from flushing enemies out of entrenched positions can be massive. You will quickly notice the presence of green-ish gas once a gas-grenade is thrown. It expands quite far and also has a longer life-time then your average fire or smoke. It does however NOT block vision, even though it might look like that.&lt;br /&gt;
&lt;br /&gt;
== Attacks ==&lt;br /&gt;
Some NPCs attacks, as well as some very specific weaponry, can apply Poison Damage on hit. This is especially noticeable in Hospital, where the monstrosities there can not only poison you, but also radiate you.&lt;br /&gt;
&lt;br /&gt;
== [[Venomous Hands]] ==&lt;br /&gt;
This perk is almost exclusively used by Melee characters - which makes their Melee attacks apply Poison on hit. This can add up to quite some numbers, especially if you let them poke at you for a longer time.&lt;/div&gt;</summary>
		<author><name>Zmeja</name></author>
	</entry>
	<entry>
		<id>https://aop.zmeja.com/w/index.php?title=Poison&amp;diff=4605</id>
		<title>Poison</title>
		<link rel="alternate" type="text/html" href="https://aop.zmeja.com/w/index.php?title=Poison&amp;diff=4605"/>
		<updated>2026-05-26T22:19:46Z</updated>

		<summary type="html">&lt;p&gt;Zmeja: Fixed link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Effects of Poison ==&lt;br /&gt;
Poison lowers some of your stats. Those are: [[Healing Rate]], [[Bleed Resistance]] and [[Critical Resistance]].&lt;br /&gt;
&lt;br /&gt;
== Poison Resistance ==&lt;br /&gt;
Just like Radiation Resistance works for Radiation, Poison Resistance works for Poison. Currently, the only reliable way to get Poison Resistance is through your [[Endurance]] stat. Each point in Endurance will give you 5% Poison Resistance, which means that with 10 Endurance, you will already have 50% Poison Resistance.&lt;br /&gt;
&lt;br /&gt;
While a gas-mask does not give you Poison Resistance directly, it does still lower the amount of poison (and bleed) damage you get from standing inside gas.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;math&amp;gt;Poison Resistance = (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 Poison Resistance&lt;br /&gt;
|-&lt;br /&gt;
! Modifiers !! Poison Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Droplet [[Artifact]] || +20%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Poison Removal ==&lt;br /&gt;
Unlike Radiation, Poison will go away on its own. In order to remove Poison, you are advised to take [[Antidote (Drug)]], which will remove some Poison every 30 seconds for 120 seconds.&lt;br /&gt;
&lt;br /&gt;
== Sources of Poison ==&lt;br /&gt;
=== [[Gas]] ===&lt;br /&gt;
A very popular way for players to apply poison onto you is through the use of gas-grenades. These are especially prevalent in the middle of the season, where gas-masks might still not be used and the advantage you gain from flushing enemies out of entrenched positions can be massive. You will quickly notice the presence of green-ish gas once a gas-grenade is thrown. It expands quite far and also has a longer life-time then your average fire or smoke. It does however NOT block vision, even though it might look like that.&lt;br /&gt;
&lt;br /&gt;
=== Attacks ===&lt;br /&gt;
Some NPCs attacks, as well as some very specific weaponry, can apply Poison Damage on hit. This is especially noticeable in Hospital, where the monstrosities there can not only poison you, but also radiate you.&lt;br /&gt;
&lt;br /&gt;
=== [[Venomous Hands]] ===&lt;br /&gt;
This perk is almost exclusively used by Melee characters - which makes their Melee attacks apply Poison on hit. This can add up to quite some numbers, especially if you let them poke at you for a longer time.&lt;/div&gt;</summary>
		<author><name>Zmeja</name></author>
	</entry>
	<entry>
		<id>https://aop.zmeja.com/w/index.php?title=Poison&amp;diff=4604</id>
		<title>Poison</title>
		<link rel="alternate" type="text/html" href="https://aop.zmeja.com/w/index.php?title=Poison&amp;diff=4604"/>
		<updated>2026-05-26T22:18:32Z</updated>

		<summary type="html">&lt;p&gt;Zmeja: Removing Misinformation - Update 1 of Poison page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Effects of Poison ==&lt;br /&gt;
Poison lowers some of your stats. Those are: [[Healing Rate]], [[Bleed Resist]] and [[Critical Resistance]].&lt;br /&gt;
&lt;br /&gt;
== Poison Resistance ==&lt;br /&gt;
Just like Radiation Resistance works for Radiation, Poison Resistance works for Poison. Currently, the only reliable way to get Poison Resistance is through your [[Endurance]] stat. Each point in Endurance will give you 5% Poison Resistance, which means that with 10 Endurance, you will already have 50% Poison Resistance.&lt;br /&gt;
&lt;br /&gt;
While a gas-mask does not give you Poison Resistance directly, it does still lower the amount of poison (and bleed) damage you get from standing inside gas.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;math&amp;gt;Poison Resistance = (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 Poison Resistance&lt;br /&gt;
|-&lt;br /&gt;
! Modifiers !! Poison Resistance&lt;br /&gt;
|-&lt;br /&gt;
| Droplet [[Artifact]] || +20%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Poison Removal ==&lt;br /&gt;
Unlike Radiation, Poison will go away on its own. In order to remove Poison, you are advised to take [[Antidote (Drug)]], which will remove some Poison every 30 seconds for 120 seconds.&lt;br /&gt;
&lt;br /&gt;
== Sources of Poison ==&lt;br /&gt;
=== [[Gas]] ===&lt;br /&gt;
A very popular way for players to apply poison onto you is through the use of gas-grenades. These are especially prevalent in the middle of the season, where gas-masks might still not be used and the advantage you gain from flushing enemies out of entrenched positions can be massive. You will quickly notice the presence of green-ish gas once a gas-grenade is thrown. It expands quite far and also has a longer life-time then your average fire or smoke. It does however NOT block vision, even though it might look like that.&lt;br /&gt;
&lt;br /&gt;
=== Attacks ===&lt;br /&gt;
Some NPCs attacks, as well as some very specific weaponry, can apply Poison Damage on hit. This is especially noticeable in Hospital, where the monstrosities there can not only poison you, but also radiate you.&lt;br /&gt;
&lt;br /&gt;
=== [[Venomous Hands]] ===&lt;br /&gt;
This perk is almost exclusively used by Melee characters - which makes their Melee attacks apply Poison on hit. This can add up to quite some numbers, especially if you let them poke at you for a longer time.&lt;/div&gt;</summary>
		<author><name>Zmeja</name></author>
	</entry>
	<entry>
		<id>https://aop.zmeja.com/w/index.php?title=Nerves_of_Steel&amp;diff=4603</id>
		<title>Nerves of Steel</title>
		<link rel="alternate" type="text/html" href="https://aop.zmeja.com/w/index.php?title=Nerves_of_Steel&amp;diff=4603"/>
		<updated>2026-05-25T13:06:02Z</updated>

		<summary type="html">&lt;p&gt;Zmeja: Fixed perk effect.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Perk&lt;br /&gt;
|level = 9&lt;br /&gt;
|description = No loss of luck (Instead of -2) for purposes of determining Critical Resistance and no Damage Resistance penalty whenever you are disoriented, winded or suppressed.&lt;br /&gt;
|notes = This perk is often misunderstood, and is much stronger then it appears to be. Many don&#039;t know, that when you are disoriented, winded or suppressed, you lose 2 Luck worth of Critical Resistance, and get -10% to each Damage Resistance type there is.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Zmeja</name></author>
	</entry>
	<entry>
		<id>https://aop.zmeja.com/w/index.php?title=Category:Perks&amp;diff=4602</id>
		<title>Category:Perks</title>
		<link rel="alternate" type="text/html" href="https://aop.zmeja.com/w/index.php?title=Category:Perks&amp;diff=4602"/>
		<updated>2026-05-25T13:04:55Z</updated>

		<summary type="html">&lt;p&gt;Zmeja: Fixed level requirements&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;/div&gt;</summary>
		<author><name>Zmeja</name></author>
	</entry>
	<entry>
		<id>https://aop.zmeja.com/w/index.php?title=Autonomous_Regeneration&amp;diff=4601</id>
		<title>Autonomous Regeneration</title>
		<link rel="alternate" type="text/html" href="https://aop.zmeja.com/w/index.php?title=Autonomous_Regeneration&amp;diff=4601"/>
		<updated>2026-05-25T13:04:28Z</updated>

		<summary type="html">&lt;p&gt;Zmeja: Fixed level requirements&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Perk&lt;br /&gt;
|level = 15&lt;br /&gt;
|image = File:FaithHealer.png&lt;br /&gt;
|description = +5 to your [[Healing Rate]].&lt;br /&gt;
|notes = The Healing Rate added is considered by [[Food]], being doubled to +10 if Food is consumed.&lt;br /&gt;
}}&lt;br /&gt;
{{Changelog&lt;br /&gt;
|date2 = Season 8&lt;br /&gt;
|name2 = 3 -&amp;gt; 15 Level Requirement&lt;br /&gt;
|date1 = 26.04.2024&lt;br /&gt;
|name1 = Removed Limb Regeneration (40%) portion of the perk.&amp;lt;br&amp;gt;+2 -&amp;gt; +5 Healing Rate&amp;lt;br&amp;gt;9 -&amp;gt; 3 Level Requirement&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Zmeja</name></author>
	</entry>
	<entry>
		<id>https://aop.zmeja.com/w/index.php?title=Category:Perks&amp;diff=4600</id>
		<title>Category:Perks</title>
		<link rel="alternate" type="text/html" href="https://aop.zmeja.com/w/index.php?title=Category:Perks&amp;diff=4600"/>
		<updated>2026-05-25T13:02:34Z</updated>

		<summary type="html">&lt;p&gt;Zmeja: Readability update&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 || [[Autonomous Regeneration]] || +5 to your [[Healing Rate]].&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;
| || 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;/div&gt;</summary>
		<author><name>Zmeja</name></author>
	</entry>
	<entry>
		<id>https://aop.zmeja.com/w/index.php?title=Adrenaline_Rush&amp;diff=4599</id>
		<title>Adrenaline Rush</title>
		<link rel="alternate" type="text/html" href="https://aop.zmeja.com/w/index.php?title=Adrenaline_Rush&amp;diff=4599"/>
		<updated>2026-05-25T13:02:14Z</updated>

		<summary type="html">&lt;p&gt;Zmeja: Corrected Perk effect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Perk&lt;br /&gt;
|level = 9&lt;br /&gt;
|image = File:AdrenalineRush.png&lt;br /&gt;
|description = The lower your [[HP]] get, the more [[Damage Threshold]] and [[Damage Resistance]] you get (up to +5/+5%).&lt;br /&gt;
|notes = The Formula for calculating your current Damage Threshold coming from this perk is as follows:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;math&amp;gt;DamageThreshold = 5 - \frac{5 * curLife}{maxLife}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{{!}} class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
{{!}}+ Adrenaline Rush DT Bonus&lt;br /&gt;
{{!}}-&lt;br /&gt;
! Lifepoints !! Damage Threshold&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} 100% {{!}}{{!}} +0&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} 80% {{!}}{{!}} +1&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} 60% {{!}}{{!}} +2&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} 40% {{!}}{{!}} +3&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} 20% {{!}}{{!}} +4&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} 0% {{!}}{{!}} +5&lt;br /&gt;
{{!}}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Zmeja</name></author>
	</entry>
	<entry>
		<id>https://aop.zmeja.com/w/index.php?title=Weapon_Handling&amp;diff=4598</id>
		<title>Weapon Handling</title>
		<link rel="alternate" type="text/html" href="https://aop.zmeja.com/w/index.php?title=Weapon_Handling&amp;diff=4598"/>
		<updated>2026-05-25T13:01:11Z</updated>

		<summary type="html">&lt;p&gt;Zmeja: Fixed values.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Perk&lt;br /&gt;
|level = 6&lt;br /&gt;
|image = File:WeaponHandling.png&lt;br /&gt;
|description = +3 to your [[Strength]] for the purposes of Strength checks when trying to wield weaponry.&lt;br /&gt;
|notes = This does not increase your [[Strength]] by 3. It only increases your Strength for determining how effective you can wield weaponry, and if you meet their Strength requirement as if you gained 3 Strength. Even with 10 Strength, there are some guns requiring up to 15 Strength to reach their full effective range! The less Strength you have under the Strength requirement of a weapon, the less your effective range with that weapon becomes.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Zmeja</name></author>
	</entry>
	<entry>
		<id>https://aop.zmeja.com/w/index.php?title=Quick_Recovery&amp;diff=4597</id>
		<title>Quick Recovery</title>
		<link rel="alternate" type="text/html" href="https://aop.zmeja.com/w/index.php?title=Quick_Recovery&amp;diff=4597"/>
		<updated>2026-05-25T13:00:51Z</updated>

		<summary type="html">&lt;p&gt;Zmeja: Fixed values.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Perk&lt;br /&gt;
|level = 6&lt;br /&gt;
|image = File:QuickRecovery.png&lt;br /&gt;
|description = You recover 1 second faster from knockouts and knockdowns, and 20% faster from winded, suppression and disoriented effects.&lt;br /&gt;
|notes = Does what it says. Your knockout duration is decreased by 1 second. While winded, suppression and disoriented debuffs have 20% less duration on you. This does NOT work with drug withdrawal status effects, like [[Voodoo (Drug)]] applying Winded. This stacks with [[Quick Recovery (Armor Trait)]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Zmeja</name></author>
	</entry>
	<entry>
		<id>https://aop.zmeja.com/w/index.php?title=Medicinae_Doctor&amp;diff=4596</id>
		<title>Medicinae Doctor</title>
		<link rel="alternate" type="text/html" href="https://aop.zmeja.com/w/index.php?title=Medicinae_Doctor&amp;diff=4596"/>
		<updated>2026-05-25T12:59:49Z</updated>

		<summary type="html">&lt;p&gt;Zmeja: Fixed how the perk works.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Perk&lt;br /&gt;
|level = 3&lt;br /&gt;
|image = File:MedicinaeDoctor.png&lt;br /&gt;
|description = You unlock all healing item perks.&lt;br /&gt;
|notes = For First Aid and Doctor items, you now unlock all item perks.&lt;br /&gt;
For example, the Doctors Bag usually unlocks its perks only with high enough Doctor skill. But if you have {{PAGENAME}}, you will unlock all item skills of that item.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Zmeja</name></author>
	</entry>
	<entry>
		<id>https://aop.zmeja.com/w/index.php?title=Fast_Metabolism&amp;diff=4595</id>
		<title>Fast Metabolism</title>
		<link rel="alternate" type="text/html" href="https://aop.zmeja.com/w/index.php?title=Fast_Metabolism&amp;diff=4595"/>
		<updated>2026-05-25T12:58:41Z</updated>

		<summary type="html">&lt;p&gt;Zmeja: Fixed description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trait&lt;br /&gt;
|image = File:FastMetabolism.png&lt;br /&gt;
|positive = +5 [[Healing Rate]] to your character. Meaning you will heal 5 [[HP]] more every 5 seconds.&lt;br /&gt;
|negative = Removes 20% of your [[Bleed Resistance]]. Meaning, that upon receiving Bleed Damage, this damage will apply much quicker to your Health Pool, then if you would have had higher Bleed Resistance.&lt;br /&gt;
&lt;br /&gt;
Due to the complicated nature of calculating Bleed Resistances, it is hard to give it a number. It does remove as much Bleed Resistance however, as [[Improved Hemostasis]] adds. It also is quite a substantial amount. You are recommended to use the online calculator to see how this Trait affects your Bleedout speed.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Zmeja</name></author>
	</entry>
	<entry>
		<id>https://aop.zmeja.com/w/index.php?title=Improved_Hemostasis&amp;diff=4594</id>
		<title>Improved Hemostasis</title>
		<link rel="alternate" type="text/html" href="https://aop.zmeja.com/w/index.php?title=Improved_Hemostasis&amp;diff=4594"/>
		<updated>2026-05-25T12:57:26Z</updated>

		<summary type="html">&lt;p&gt;Zmeja: % display of value instead of flat for consistency&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Perk&lt;br /&gt;
|level = 3&lt;br /&gt;
|description = +20% Bleed Resistance&lt;br /&gt;
|notes = The Trait adds a big portion to your Bleed Resistance. Meaning, that upon recieving Bleed Damage, this damage will apply much slower to your Health Pool, then if you would have had lower Bleed Resistance.&lt;br /&gt;
&lt;br /&gt;
Due to the complicated nature of calculating Bleed Resistances, it is hard to give it a number. It does add as much Bleed Resistance however, as [[Fast Metabolism]] removes. It also is quite a substantional amount. You are recommended to use the online calculator to see how this Trait affects your Bleedout speed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Perks]]&lt;/div&gt;</summary>
		<author><name>Zmeja</name></author>
	</entry>
	<entry>
		<id>https://aop.zmeja.com/w/index.php?title=Category:Perks&amp;diff=4593</id>
		<title>Category:Perks</title>
		<link rel="alternate" type="text/html" href="https://aop.zmeja.com/w/index.php?title=Category:Perks&amp;diff=4593"/>
		<updated>2026-05-25T12:56:39Z</updated>

		<summary type="html">&lt;p&gt;Zmeja: Updated wrong information&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 || [[Autonomous Regeneration]] || +5 to your [[Healing Rate]].&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).&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;
| || 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;/div&gt;</summary>
		<author><name>Zmeja</name></author>
	</entry>
	<entry>
		<id>https://aop.zmeja.com/w/index.php?title=Category:Drugs&amp;diff=4592</id>
		<title>Category:Drugs</title>
		<link rel="alternate" type="text/html" href="https://aop.zmeja.com/w/index.php?title=Category:Drugs&amp;diff=4592"/>
		<updated>2026-05-24T01:09:12Z</updated>

		<summary type="html">&lt;p&gt;Zmeja: Cigar Class A now.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a variety of drugs a character can use.&lt;br /&gt;
&lt;br /&gt;
They are split into multiple categories and you can only use one drug of each category at a time.&lt;br /&gt;
&lt;br /&gt;
Healing Drugs are exempt from this rule, and can usually be used whenever, as they do not provide buffs, but rather heal the players with different efficiencies. And as long as a player has enough [[AP]] to use them, he can do so.&lt;br /&gt;
&lt;br /&gt;
= Healing Drugs =&lt;br /&gt;
Healing Drugs are used to heal a players [[Hit Points]]. They almost all work in different ways, and you might want to bring a few different ones into combat, to adjust to the circumstances. They of course differ in the ease of getting them as well, with higher Tier healing drugs generally harder to come by.&lt;br /&gt;
&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;|List of Healing Drugs&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HealingPowder.png|frameless]]&lt;br /&gt;
||[[Healing Powder (Drug)]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Stimpak.png|frameless]]&lt;br /&gt;
||[[Stimpak (Drug)]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SuperStimpak.png|frameless]]&lt;br /&gt;
||[[Super Stimpak (Drug)]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MedX.png|frameless]]&lt;br /&gt;
||[[Med-X (Drug)]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bandages.png|frameless]]&lt;br /&gt;
||[[Bandages (Drug)]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tourniquet.png|frameless]]&lt;br /&gt;
||[[Tourniquet (Drug)]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Epinephrine.png|frameless]]&lt;br /&gt;
||[[Epinephrine (Drug)]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Class A Drugs =&lt;br /&gt;
These Drugs last for 60 minutes and their purpose is to enable a character to better fulfill a role that it was not optimized for.&lt;br /&gt;
&lt;br /&gt;
In general, these drugs come with great disadvantages and a true sniper will always perform better in a sniping role than a drugged brawler. This is not always the case, and Min-Maxing is a viable effort one can do in order to make Drugs further optimize your role.&lt;br /&gt;
&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;|List of Class A Drugs&lt;br /&gt;
|-&lt;br /&gt;
||[[File:Steady.png|frameless]]&lt;br /&gt;
||[[Steady (Drug)]]&lt;br /&gt;
|-&lt;br /&gt;
||[[File:BloodMoon.png|frameless]]&lt;br /&gt;
||[[Blood Moon (Drug)]]&lt;br /&gt;
|-&lt;br /&gt;
||[[File:Mentats.png|frameless]]&lt;br /&gt;
||[[Mentats (Drug)]]&lt;br /&gt;
|-&lt;br /&gt;
||[[File:Buffout.png|frameless]]&lt;br /&gt;
||[[Buffout (Drug)]]&lt;br /&gt;
|-&lt;br /&gt;
||[[File:RadX.png|frameless]]&lt;br /&gt;
||[[Rad-X (Drug)]]&lt;br /&gt;
|-&lt;br /&gt;
||[[File:Cigar.png|frameless]]&lt;br /&gt;
||[[Cigar (Drug)]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Class B Drugs =&lt;br /&gt;
These Drugs last for 2 minutes, they too have strong positive as well as negative effects, however, in addition to the much shorter time-frame they work on, they usually have a 30 second withdrawal phase after the drug effect ends, which further weakens your character during those vulnerable moments.&lt;br /&gt;
&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;|List of Class B Drugs&lt;br /&gt;
|-&lt;br /&gt;
||[[File:Cigarettes.png|frameless]]&lt;br /&gt;
||[[Cigarettes (Drug)]]&lt;br /&gt;
|-&lt;br /&gt;
||[[File:GuayusaLeaves.png|80px|frameless]]&lt;br /&gt;
||[[Guayusa Leaves (Drug)]]&lt;br /&gt;
|-&lt;br /&gt;
||[[File:Voodoo.png|frameless]]&lt;br /&gt;
||[[Voodoo (Drug)]]&lt;br /&gt;
|-&lt;br /&gt;
||[[File:AfterburnerGum.png|frameless]]&lt;br /&gt;
||[[Afterburner Gum (Drug)]]&lt;br /&gt;
|-&lt;br /&gt;
||[[File:Psycho.png|frameless]]&lt;br /&gt;
||[[Psycho (Drug)]]&lt;br /&gt;
|-&lt;br /&gt;
||[[File:RadAway.png|frameless]]&lt;br /&gt;
||[[RadAway (Drug)]]&lt;br /&gt;
|-&lt;br /&gt;
||[[File:Antidote.png|frameless]]&lt;br /&gt;
||[[Antidote (Drug)]]&lt;br /&gt;
|-&lt;br /&gt;
||[[File:RedNukaCola.png|frameless]]&lt;br /&gt;
||[[Red Nuka Cola (Drug)]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Class C Drugs =&lt;br /&gt;
These Drugs last only for 15 seconds and usually have some very devastating effects. Most drugs in this Category are Nuka Colas.&amp;lt;br&amp;gt;&lt;br /&gt;
There is a 2 minute cooldown AFTER the drug effects end, in which no Class C drug can be used.&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;|List of Class C Drugs&lt;br /&gt;
|-&lt;br /&gt;
||[[File:BlueNukaCola.png|frameless]]&lt;br /&gt;
||[[Blue Nuka Cola (Drug)]]&lt;br /&gt;
|-&lt;br /&gt;
||[[File:YellowNukaCola.png|frameless]]&lt;br /&gt;
||[[Yellow Nuka Cola (Drug)]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zmeja</name></author>
	</entry>
	<entry>
		<id>https://aop.zmeja.com/w/index.php?title=Cigar_(Drug)&amp;diff=4591</id>
		<title>Cigar (Drug)</title>
		<link rel="alternate" type="text/html" href="https://aop.zmeja.com/w/index.php?title=Cigar_(Drug)&amp;diff=4591"/>
		<updated>2026-05-24T01:08:35Z</updated>

		<summary type="html">&lt;p&gt;Zmeja: Cigar Class A now with different effects.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Recipe&lt;br /&gt;
|recipe = 50x [[Tobacco Leaves]]&amp;lt;br&amp;gt;8x [[Junk]]&lt;br /&gt;
|recipeAmount = 10&lt;br /&gt;
|engineering = 0&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:Cigar.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;+2 [[Charisma]]&amp;lt;/span&amp;gt;&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}}{{!}}&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;-1 [[Endurance]]&amp;lt;/span&amp;gt;&lt;br /&gt;
{{!}}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Zmeja</name></author>
	</entry>
	<entry>
		<id>https://aop.zmeja.com/w/index.php?title=Category:Perks&amp;diff=4590</id>
		<title>Category:Perks</title>
		<link rel="alternate" type="text/html" href="https://aop.zmeja.com/w/index.php?title=Category:Perks&amp;diff=4590"/>
		<updated>2026-05-23T18:17:50Z</updated>

		<summary type="html">&lt;p&gt;Zmeja: Perk updates&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;
| || 3 || [[Adrenaline Rush]] || The lower your [[HP]] get, the more [[DT]] you get (up to +5).&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 healing item perks with best of your [[First Aid]] and [[Doctor]] skills.&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 || [[Autonomous Regeneration]] || +5 to your [[Healing Rate]].&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;
| || 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;
| || 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;/div&gt;</summary>
		<author><name>Zmeja</name></author>
	</entry>
	<entry>
		<id>https://aop.zmeja.com/w/index.php?title=Simian_Warfare&amp;diff=4589</id>
		<title>Simian Warfare</title>
		<link rel="alternate" type="text/html" href="https://aop.zmeja.com/w/index.php?title=Simian_Warfare&amp;diff=4589"/>
		<updated>2026-05-19T10:40:12Z</updated>

		<summary type="html">&lt;p&gt;Zmeja: Fixed Skill Requirement&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Perk&lt;br /&gt;
|level = 21&lt;br /&gt;
|requirements = 100% [[Small Guns]]&lt;br /&gt;
|image = File:SimianWarfare.png&lt;br /&gt;
|description = When at maximum [[Action Points]], you only have half the aim delay with [[Small Guns]].&lt;br /&gt;
|notes = When shooting at targets with Small Guns, you only require half the time to aim at the target. This is less noticeable with bursts and unaimed shots, as they have a small aim time to begin with. But aimed shots can be executed much faster!&lt;br /&gt;
&lt;br /&gt;
This perk only works when you have maximum AP and only with Small Guns. If you have a modified maximum AP amount, for example because of [[Afterburner Gum (Drug)]] (70), or a Battery [[Artifact]] (110) then that value is what you need to reach.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Zmeja</name></author>
	</entry>
	<entry>
		<id>https://aop.zmeja.com/w/index.php?title=Shotgun_Surgeon&amp;diff=4588</id>
		<title>Shotgun Surgeon</title>
		<link rel="alternate" type="text/html" href="https://aop.zmeja.com/w/index.php?title=Shotgun_Surgeon&amp;diff=4588"/>
		<updated>2026-05-19T10:25:00Z</updated>

		<summary type="html">&lt;p&gt;Zmeja: Fixed Requirement&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Perk&lt;br /&gt;
|level = 21&lt;br /&gt;
|requirements = 100% [[Small Guns]]&lt;br /&gt;
|image = File:ShotgunSurgeon.png&lt;br /&gt;
|description = 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;
|notes = Knockbacks will instead be converted into cripples. The target still has to roll against the knockback, and not the cripple, making this perk more advantageous against enemies that have high [[Endurance]] and are usually resistant against cripples.&lt;br /&gt;
&lt;br /&gt;
If you load white slug ammo, the shotgun will work as if you did not have {{PAGENAME}}.&lt;br /&gt;
&lt;br /&gt;
If your shotgun has [[Single Reload (Weapon Trait)|Single Reload]] trait, with {{PAGENAME}} you will load up to 4 shells at a time. This upgraded loading process costs twice as many [[Action Points]] and is slower than the regular reload. However, a full quad load is twice as efficient than four individual reloads. Ensuring that you have 4 or more missing ammo in your magazine is key for optimizing this perk&#039;s ability.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Zmeja</name></author>
	</entry>
	<entry>
		<id>https://aop.zmeja.com/w/index.php?title=Category:Perks&amp;diff=4587</id>
		<title>Category:Perks</title>
		<link rel="alternate" type="text/html" href="https://aop.zmeja.com/w/index.php?title=Category:Perks&amp;diff=4587"/>
		<updated>2026-05-19T10:24:40Z</updated>

		<summary type="html">&lt;p&gt;Zmeja: There are no 150/200 Skill requirements anymore.&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]] || +35 to your [[Armor Class]].&lt;br /&gt;
|-&lt;br /&gt;
| || 3 || [[Heave Ho!]] || Your maximum thrown weapons range is as if you had 200% [[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;
| || 3 || [[Adrenaline Rush]] || The lower your [[HP]] get, the more [[DT]] you get (up to +5).&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]] or [[Doctor]] skill.&lt;br /&gt;
|-&lt;br /&gt;
| || 3 || [[Medicinae Doctor]] || You unlock healing item perks with best of your [[First Aid]] and [[Doctor]] skills.&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 || [[Autonomous Regeneration]] || +5 to your [[Healing Rate]].&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 0.8 seconds faster from knockouts and knockdowns, and 20% faster from winded, suppression and disoriented effects.&lt;br /&gt;
|-&lt;br /&gt;
| || 6 || [[Weapon Handling]] || +2 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]] || +2 [[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;
| || 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;
| || 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;/div&gt;</summary>
		<author><name>Zmeja</name></author>
	</entry>
	<entry>
		<id>https://aop.zmeja.com/w/index.php?title=Lockpicking&amp;diff=4586</id>
		<title>Lockpicking</title>
		<link rel="alternate" type="text/html" href="https://aop.zmeja.com/w/index.php?title=Lockpicking&amp;diff=4586"/>
		<updated>2026-05-19T10:22:29Z</updated>

		<summary type="html">&lt;p&gt;Zmeja: Tagged outdated Information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Banner&lt;br /&gt;
|title=Outdated Information&lt;br /&gt;
|description=This page is outdated and needs to be updated up to the current running season.&lt;br /&gt;
|image=File:Disoriented.png&lt;br /&gt;
|imagesize=40&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;s&amp;gt;&lt;br /&gt;
Lockpicking is not a standalone skill in the game. Instead, its effectiveness depends on your other support skills: [[Outdoorsman]], [[Science]], and [[Engineering]].&lt;br /&gt;
&lt;br /&gt;
To use Lockpicking, press the hotkey {{key press|2}} (the default Lockpicking hotkey) and click on a locked container. You must also have a Lockpicking tool in your character&#039;s inventory. The most common tool for that job is a [[Clip]], which can be looted throughout the Core. More advanced tools provide bonuses to your Lockpicking skill.&lt;br /&gt;
&lt;br /&gt;
Your Lockpicking skill is calculated using the following formula:&lt;br /&gt;
 &amp;lt;math&amp;gt;Lockpicking = 0.2 \times Outdoorsman + 0.3 \times Science + 0.5 \times Engineering + ToolBonus&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example: A character with 100% Outdoorsman, 50% Science, 150% Engineering and using a [[Clip]] will have a Lockpicking skill of 110% (0,2 x 100% + 0,3 x 50% + 0,5 x 150% + 0%).&lt;br /&gt;
&amp;lt;/s&amp;gt;&lt;/div&gt;</summary>
		<author><name>Zmeja</name></author>
	</entry>
	<entry>
		<id>https://aop.zmeja.com/w/index.php?title=Lockpicking&amp;diff=4585</id>
		<title>Lockpicking</title>
		<link rel="alternate" type="text/html" href="https://aop.zmeja.com/w/index.php?title=Lockpicking&amp;diff=4585"/>
		<updated>2026-05-19T10:21:52Z</updated>

		<summary type="html">&lt;p&gt;Zmeja: Tagged outdated Information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lockpicking is not a standalone skill in the game. Instead, its effectiveness depends on your other support skills: [[Outdoorsman]], [[Science]], and [[Engineering]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;&lt;br /&gt;
To use Lockpicking, press the hotkey {{key press|2}} (the default Lockpicking hotkey) and click on a locked container. You must also have a Lockpicking tool in your character&#039;s inventory. The most common tool for that job is a [[Clip]], which can be looted throughout the Core. More advanced tools provide bonuses to your Lockpicking skill.&lt;br /&gt;
&lt;br /&gt;
Your Lockpicking skill is calculated using the following formula:&lt;br /&gt;
 &amp;lt;math&amp;gt;Lockpicking = 0.2 \times Outdoorsman + 0.3 \times Science + 0.5 \times Engineering + ToolBonus&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example: A character with 100% Outdoorsman, 50% Science, 150% Engineering and using a [[Clip]] will have a Lockpicking skill of 110% (0,2 x 100% + 0,3 x 50% + 0,5 x 150% + 0%).&lt;br /&gt;
&amp;lt;/s&amp;gt;&lt;/div&gt;</summary>
		<author><name>Zmeja</name></author>
	</entry>
	<entry>
		<id>https://aop.zmeja.com/w/index.php?title=Artifacts&amp;diff=4584</id>
		<title>Artifacts</title>
		<link rel="alternate" type="text/html" href="https://aop.zmeja.com/w/index.php?title=Artifacts&amp;diff=4584"/>
		<updated>2026-05-15T08:39:08Z</updated>

		<summary type="html">&lt;p&gt;Zmeja: Updated to new season.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Information ==&lt;br /&gt;
When looting an Artifact, it has a condition of 100%.&lt;br /&gt;
Putting it into your Utility slot will start applying its effects. The only downside of it is, that you will slowly get radiation damage as a result. So keep some beverage at hand to remove it.&lt;br /&gt;
In the case of Artifacts with an active component you have to use them from the Utility slot - just keep in mind that they apply a huge amount of radiation on usage!&lt;br /&gt;
&lt;br /&gt;
Once an Artifact hits 0% condition, it falls apart. Higher Quality artifacts have a longer use-time.&lt;br /&gt;
&lt;br /&gt;
You can decraft Artifacts with your [[Science]] skill. Each 10% remaining condition will give you 1 Artifact Fragment. So a fresh *normal* Artifact will give you 10 Artifact Fragments. 20 of which you can craft into a new random Artifact. Different Qualities further influence this number. So a Perfect Artifact will give you much more fragments, while a garbage one will give you much less.&lt;br /&gt;
&lt;br /&gt;
You can also turn in one artifacts to the Stalker Faction in [[Oldtown]], who will give you reputation and caps for them. The quality of the artifact is a key component in determining its worth.&lt;br /&gt;
&lt;br /&gt;
== List of Artifacts ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|List of Artifacts&lt;br /&gt;
|-&lt;br /&gt;
|Battery&lt;br /&gt;
||[[File:ArtifactBattery.png|frameless]]&lt;br /&gt;
||+10 Maximum [[AP]] (&amp;amp; +1.0 [[AP Regeneration]])&lt;br /&gt;
|-&lt;br /&gt;
|Bubble&lt;br /&gt;
||[[File:ArtifactBubble.png|frameless]]&lt;br /&gt;
||+15 [[Critical Resistance]]&lt;br /&gt;
|-&lt;br /&gt;
|Compass&lt;br /&gt;
||[[File:ArtifactCompass.png|frameless]]&lt;br /&gt;
||Teleports you randomly around the map on usage.&lt;br /&gt;
|-&lt;br /&gt;
|Crystal&lt;br /&gt;
||[[File:ArtifactCrystal.png|frameless]]&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
|Droplet&lt;br /&gt;
||[[File:ArtifactDroplet.png|frameless]]&lt;br /&gt;
||20% [[Radiation Resistance]]&amp;lt;br&amp;gt;20% [[Poison Resistance]]&amp;lt;br&amp;gt;Using it removes 50 [[Radiation]].&lt;br /&gt;
|-&lt;br /&gt;
|Eye&lt;br /&gt;
||[[File:ArtifactEye.png|frameless]]&lt;br /&gt;
||+20% [[Bleed Resistance]]&amp;lt;br&amp;gt;+20% Damage converted to [[Bleed]]&lt;br /&gt;
|-&lt;br /&gt;
|Fireball&lt;br /&gt;
||[[File:ArtifactFireball.png|frameless]]&lt;br /&gt;
||+10% Fire Resistance&amp;lt;br&amp;gt;+10% Plasma Resistance&lt;br /&gt;
|-&lt;br /&gt;
|Flame&lt;br /&gt;
||[[File:ArtifactFlame.png|frameless]]&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
|Flash&lt;br /&gt;
||[[File:ArtifactFlash.png|frameless]]&lt;br /&gt;
||+50 [[Armor Class]]&amp;lt;br&amp;gt;Using it gives you almost a full stack of [[Bloodthirst]] [[Run Speed]] boost.&lt;br /&gt;
|-&lt;br /&gt;
|Goldfish&lt;br /&gt;
||[[File:ArtifactGoldfish.png|frameless]]&lt;br /&gt;
||+30% Armor Bypass Resistance&lt;br /&gt;
|-&lt;br /&gt;
|Gravi&lt;br /&gt;
||[[File:ArtifactGravi.png|frameless]]&lt;br /&gt;
||Launches you forward upon usage.&lt;br /&gt;
|-&lt;br /&gt;
|Jellyfish&lt;br /&gt;
||[[File:ArtifactJellyfish.png|frameless]]&lt;br /&gt;
||+100 [[Carry Weight]]&lt;br /&gt;
|-&lt;br /&gt;
|Kolobok&lt;br /&gt;
||[[File:ArtifactKolobok.png|frameless]]&lt;br /&gt;
||+30 maximum [[HP]]&lt;br /&gt;
|-&lt;br /&gt;
|Mamasbeads&lt;br /&gt;
||[[File:ArtifactMamasbeads.png|frameless]]&lt;br /&gt;
||+10% Normal Resistance&lt;br /&gt;
|-&lt;br /&gt;
|Meatchunk&lt;br /&gt;
||[[File:ArtifactMeatchunk.png|frameless]]&lt;br /&gt;
||+100 HP the first time you fall under negative HP.&lt;br /&gt;
|-&lt;br /&gt;
|Moonlight&lt;br /&gt;
||[[File:ArtifactMoonlight.png|frameless]]&lt;br /&gt;
||Changes [[Weather]] randomly on the map you are on upon usage.&lt;br /&gt;
|-&lt;br /&gt;
|Nightstar&lt;br /&gt;
||[[File:ArtifactNightstar.png|frameless]]&lt;br /&gt;
||Creates a controllable decoy of yourself where you are standing. - Has 25 HP and disappears into smoke at -20 HP.&lt;br /&gt;
|-&lt;br /&gt;
|Shell&lt;br /&gt;
||[[File:ArtifactShell.png|frameless]]&lt;br /&gt;
||+15% Explosive Resistance&amp;lt;br&amp;gt;+10% Laser Resistance&amp;lt;br&amp;gt;+10% Electric Resistance&lt;br /&gt;
|-&lt;br /&gt;
|Snowflake&lt;br /&gt;
||[[File:ArtifactSnowflake.png|frameless]]&lt;br /&gt;
||Generates 5 slightly delayed Sounds randomly on the map of the current weapon you have equipped.&lt;br /&gt;
|-&lt;br /&gt;
|Sparkler&lt;br /&gt;
||[[File:ArtifactSparkler.png|frameless]]&lt;br /&gt;
||Treats you as 4 people for the purpose of enemy recon.&lt;br /&gt;
|-&lt;br /&gt;
|Stoneblood&lt;br /&gt;
||[[File:ArtifactStoneblood.png|frameless]]&lt;br /&gt;
||You can see dead bodies through walls.&lt;br /&gt;
|-&lt;br /&gt;
|Stoneflower&lt;br /&gt;
||[[File:ArtifactStoneflower.png|frameless]]&lt;br /&gt;
||You can see where sound is coming from.&lt;br /&gt;
|-&lt;br /&gt;
|Wrenched&lt;br /&gt;
||[[File:ArtifactWrenched.png|frameless]]&lt;br /&gt;
||+5 [[Healing Rate]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zmeja</name></author>
	</entry>
	<entry>
		<id>https://aop.zmeja.com/w/index.php?title=Anomalous_Zones&amp;diff=4583</id>
		<title>Anomalous Zones</title>
		<link rel="alternate" type="text/html" href="https://aop.zmeja.com/w/index.php?title=Anomalous_Zones&amp;diff=4583"/>
		<updated>2026-05-15T07:46:17Z</updated>

		<summary type="html">&lt;p&gt;Zmeja: Some explanation updates to current server revision.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anomalous Zones (&amp;lt;sub&amp;gt;Also likely called a Stalkerzone&amp;lt;/sub&amp;gt;) are Zones in which you can hunt [[Artifacts]]. They are known to be highly dangerous, as a variety of anomalies will try to kill you. Those anomalies range from simply &amp;quot;push&amp;quot; anomalies, that push you into a direction, to fire anomalies, that will convert the entire landscape into a burning hell, to those that simply suck you up and kill you.&lt;br /&gt;
&lt;br /&gt;
Radiation will be a constant threat - and so ample amounts of alcohol (or for the more wealthy ones, [[RadAway (Drug)]]) should be taken with you. Armor with high resistances, as well as plenty of Healing is a necessity as well. Various methods of increasing your Radiation Resistance should be taken into consideration. The zone currently does 5 Radiation every 15 seconds, so every 20% of Radiation Resistance you will be able to lower the amount of Radiation you receive by 1 per 15 seconds.&lt;br /&gt;
&lt;br /&gt;
In order to find the Artifacts, you need to buy one of three detectors in Oldtown. You can also craft the cheapest one. The more expensive detectors are better in what they do - however losing one of those will certainly be painful, as they are quite expensive in Bottlecaps.&lt;br /&gt;
&lt;br /&gt;
Oldtown is the main-hub for this &amp;quot;Minigame&amp;quot;. Not only can you buy Detectors here. You can also sell your artifacts to the Stalker faction for reputation and caps, if you do not want to use them for their special effects.&lt;br /&gt;
&lt;br /&gt;
There will always be exactly one anomalous zone in the core. The lifetime is approximately 2 hours, can be higher or lower however. When an anomalous zone spawns, it starts out weak. It has very little anomalies, however, also very little to no artifacts. The weather changes into a Radstorm - giving you the sign that there is an anomalous zone. During the course of approximately an hour, it starts to grow. More and more anomalies spawn, but so do the artifacts. At its peak, you might have troubles navigating through the zone at all, but will also have a high chance to find an artifact! After the peak has been reached, the zone once more starts to regress. The anomalies slowly start to disappear, as do the artifacts. After yet another hour, the zone will fully disappear, at which point a random core-zone is selected where a new anomalous zone will appear.&lt;br /&gt;
&lt;br /&gt;
{{Changelog&lt;br /&gt;
|date1 = Season 8&lt;br /&gt;
|name1 = Reworked Artifacts to be content in the zone and not in the wilderness anymore. (With some balance changes included)&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;- 1 Artifact Zone in core now instead of 4 in the wilderness.&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;- Zone starts out weak, slowly grows into its peak, then slowly dissipates again. Once the zone fully shrank, a new zone is generated somewhere in the core.&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;- Active anomalous zone is marked on the Pipboy map.&amp;lt;/small&amp;gt;&lt;br /&gt;
|date2 = Season 9&lt;br /&gt;
|name2 = Anomalies are not permanently visible anymore and spotting them is similar to the trap-spotting mechanic. With increased range and multiple factors like time of day, Perception, Outdoorsman as well as obstacles.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Zmeja</name></author>
	</entry>
	<entry>
		<id>https://aop.zmeja.com/w/index.php?title=Veles_Detector&amp;diff=4582</id>
		<title>Veles Detector</title>
		<link rel="alternate" type="text/html" href="https://aop.zmeja.com/w/index.php?title=Veles_Detector&amp;diff=4582"/>
		<updated>2026-05-15T07:36:35Z</updated>

		<summary type="html">&lt;p&gt;Zmeja: Added Veles Detector&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|image = File:VelesDetector.png&lt;br /&gt;
|weight = 500&lt;br /&gt;
|description = A next generation scientific detection scanner. Thanks to three modernized detection chambers, the position of artifacts is shown on a special display screen. When closed, the device registers only radiation and anomalies.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Zmeja</name></author>
	</entry>
	<entry>
		<id>https://aop.zmeja.com/w/index.php?title=File:VelesDetector.png&amp;diff=4581</id>
		<title>File:VelesDetector.png</title>
		<link rel="alternate" type="text/html" href="https://aop.zmeja.com/w/index.php?title=File:VelesDetector.png&amp;diff=4581"/>
		<updated>2026-05-15T07:36:30Z</updated>

		<summary type="html">&lt;p&gt;Zmeja: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Veles Detector&lt;/div&gt;</summary>
		<author><name>Zmeja</name></author>
	</entry>
	<entry>
		<id>https://aop.zmeja.com/w/index.php?title=Detector_%22Bear%22&amp;diff=4580</id>
		<title>Detector &quot;Bear&quot;</title>
		<link rel="alternate" type="text/html" href="https://aop.zmeja.com/w/index.php?title=Detector_%22Bear%22&amp;diff=4580"/>
		<updated>2026-05-15T07:35:47Z</updated>

		<summary type="html">&lt;p&gt;Zmeja: Added Bear Detector&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|image = File:BearDetector.png&lt;br /&gt;
|weight = 500&lt;br /&gt;
|description = This last generation anomalous activity detector can be used to locate anomalous formations and has a color diode panel, which not only indicates the direction of artifacts, but also measures the distance to them.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Zmeja</name></author>
	</entry>
	<entry>
		<id>https://aop.zmeja.com/w/index.php?title=File:BearDetector.png&amp;diff=4579</id>
		<title>File:BearDetector.png</title>
		<link rel="alternate" type="text/html" href="https://aop.zmeja.com/w/index.php?title=File:BearDetector.png&amp;diff=4579"/>
		<updated>2026-05-15T07:35:36Z</updated>

		<summary type="html">&lt;p&gt;Zmeja: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Bear Detector&lt;/div&gt;</summary>
		<author><name>Zmeja</name></author>
	</entry>
	<entry>
		<id>https://aop.zmeja.com/w/index.php?title=Echo_Detector&amp;diff=4578</id>
		<title>Echo Detector</title>
		<link rel="alternate" type="text/html" href="https://aop.zmeja.com/w/index.php?title=Echo_Detector&amp;diff=4578"/>
		<updated>2026-05-15T07:34:17Z</updated>

		<summary type="html">&lt;p&gt;Zmeja: Added Echo Detector&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|image = File:EchoDetector.png&lt;br /&gt;
|weight = 500&lt;br /&gt;
|description = This dated anomalous activity detector produces an alarm signal when anomalous particles enter a special chamber as you approach an anomaly. It can also register the presence of artifacts and measure the distance to the nearest one. The distance is indicated by the frequency of the sound the detector emits.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Zmeja</name></author>
	</entry>
	<entry>
		<id>https://aop.zmeja.com/w/index.php?title=File:EchoDetector.png&amp;diff=4577</id>
		<title>File:EchoDetector.png</title>
		<link rel="alternate" type="text/html" href="https://aop.zmeja.com/w/index.php?title=File:EchoDetector.png&amp;diff=4577"/>
		<updated>2026-05-15T07:34:07Z</updated>

		<summary type="html">&lt;p&gt;Zmeja: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Echo Detector&lt;/div&gt;</summary>
		<author><name>Zmeja</name></author>
	</entry>
	<entry>
		<id>https://aop.zmeja.com/w/index.php?title=Piercing_Strike_(Weapon_Perk)&amp;diff=4576</id>
		<title>Piercing Strike (Weapon Perk)</title>
		<link rel="alternate" type="text/html" href="https://aop.zmeja.com/w/index.php?title=Piercing_Strike_(Weapon_Perk)&amp;diff=4576"/>
		<updated>2026-05-12T13:04:56Z</updated>

		<summary type="html">&lt;p&gt;Zmeja: Latest Patch value update.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Weapon Perk&lt;br /&gt;
|description = Target suffers -2 [[Agility]] for the purposes of resisting [[Armor Bypass]]es&amp;lt;br&amp;gt;Your armor bypasses are 10% more effective.&lt;br /&gt;
|notes = This effectively results in -10% [[Critical Agility]] if rolling for armor bypasses. If the target has more then 100%, you might still not be able to apply armor bypasses on them.&lt;br /&gt;
&lt;br /&gt;
This also increases the enemies bypass severity by 10%, causing armor bypasses to be more potent.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Zmeja</name></author>
	</entry>
</feed>