Category:Perks: Difference between revisions
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Updated Venomous Hands, removing Slow effect. |
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! Additional Requirement !! Level Req. !! Name !! Effect | ! Additional Requirement !! Level Req. !! Name !! Effect | ||
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| || 3 || [[Autonomous Regeneration]] || +5 to your [[Healing Rate]]. | | || 3 || [[Autonomous Regeneration]] || +5 to your [[Healing Rate]]. | ||
|- | |- | ||
| || 3 || [[Bloodthirst]] || | | || 3 || [[Bloodthirst]] || +50% decaying [[Run Speed]] upon killing an enemy. | ||
|- | |- | ||
| || 3 || [[Quick | | || 3 || [[Quick Pockets]] || -50% [[AP]] cost when moving stuff around in your inventory. | ||
|- | |- | ||
| || 6 || [[Sharpshooter]] || +2 bonus to [[Perception]] for the purposes of determining range modifiers. | | || 6 || [[Sharpshooter]] || +2 bonus to [[Perception]] for the purposes of determining range modifiers. | ||
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| || 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. | | || 21 || [[Street Samurai]] || CURRENTLY NOT WORKING. You are able to switch between 1 handed weapons without interuption and while moving with cooldown of 0.4s. | ||
|- | |- | ||
| 150% [[Small Guns]] || 21 || [[Shotgun Surgeon]] || | | 150% [[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. | ||
|- | |- | ||
| 100% [[Throwing]]|| 21 || [[Grenadier]] || Grenades are no longer removed from your hand and util slots when thrown but base AP cost is increased by 25 AP. | | 100% [[Throwing]]|| 21 || [[Grenadier]] || Grenades are no longer removed from your hand and util slots when thrown but base AP cost is increased by 25 AP. | ||
Latest revision as of 14:54, 15 April 2026
| Additional Requirement | Level Req. | Name | Effect |
|---|---|---|---|
| 3 | Educated | +3 skill points per level. Skill points are given retro-actively for previous level-ups. | |
| No Kamikaze taken | 3 | Dodger | +35 to your Armor Class. |
| 3 | Heave Ho! | Your maximum thrown weapons range is as if you had 200% Throwing skill. | |
| 100% Sneak | 3 | Ghost | Regaining of Sneak-Value is now 2 Hex/s faster. (Loss of Sneak-Value is still the same!) |
| 3 | Adrenaline Rush | The lower your HP get, the more DT you get (up to +5). | |
| 100% Traps | 3 | Light Step | 50% chance to avoid setting off a trap that you stepped on. Also less likely to detonate a trap that you try to disarm. |
| 100% First Aid OR 100% Doctor |
3 | Living Anatomy | +3% crit chance See exactly how much HP your teammates have. |
| 3 | Man of Steel | +3 Luck for the purposes of resisting critical strikes. | |
| 3 | Improved Hemostasis | +20% Bleed Resistance | |
| 3 | Armor Efficiency | A partial armor bypass is 20% less severe for you. | |
| 100% First Aid OR 100% Doctor |
3 | Faith Healer | Your patients (including yourself) get bandaged only at two thirds normal rate. You also consume basic med kits slower. |
| 100% First Aid OR 100% Doctor |
3 | Field Medic | 25 base AP less to heal with First Aid and Doctor |
| 100% First Aid OR 100% Doctor |
3 | Dr. Strangelove | 5% bonus resistance to explosive damage. Heal 50 additional HP whenever you use the First Aid or Doctor skill. |
| 3 | Medicinae Doctor | You unlock healing item perks with best of your First Aid and Doctor skills. | |
| 3 | Watchtower | You see to your front sides just as well as in front of you. | |
| 100% Traps | 3 | Evil Scientist | +5% electric resistance. If anybody except you tampers with your armed traps, they are in for a shocking surprise. |
| 3 | Restless | AP+ Regen is increased by +5/s if you are in negative AP. | |
| 3 | Autonomous Regeneration | +5 to your Healing Rate. | |
| 3 | Bloodthirst | +50% decaying Run Speed upon killing an enemy. | |
| 3 | Quick Pockets | -50% AP cost when moving stuff around in your inventory. | |
| 6 | Sharpshooter | +2 bonus to Perception for the purposes of determining range modifiers. | |
| 6 | Quick Recovery | You recover 0.8 seconds faster from knockouts and knockdowns, and 20% faster from winded, suppression and disoriented effects. | |
| 6 | Weapon Handling | +2 to your Strength for the purposes of Strength checks when trying to wield weaponry. | |
| 6 | Hawk Eyes | +2 Perception for the purposes of determining Sight Range. | |
| 9 | Toughness | +5% Damage resistance against all damage types. | |
| 9 | Critical Strength | +15% Critical Strength | |
| 9 | Critical Perception | +15% Critical Perception | |
| 9 | Critical Endurance | +15% Critical Endurance | |
| 9 | Critical Agility | +15% Critical Agility | |
| 9 | Nerves of Steel | +2 Luck (Instead of -2) for purposes of determining Critical Resistance and no DR penalty whenever you are disoriented, winded or suppressed. | |
| 12 | Lifegiver | +20 Hit Points | |
| 12 | Fearless | +5 Charisma for the purposes of resisting suppressive fire. | |
| 12 | Do or Die | Your AP+ Regen increases up to 5/s as your HP drops. | |
| 15 | Action Boy | +2 in Agility for the purpose of AP+ Regeneration. | |
| 15 | Bonus Rate of Fire | Weapon attacks costs 10% less Action Points to perform. | |
| 15 | Psychopath | Regenerate 50 AP for killing a player, half of that for NPC. | |
| 15 | Silent Hill Death | Up to +100% damage with your critical strikes but only if target HP is very low. (5% or less) | |
| 15 | Fast Reload | Weapon reloads costs 20% less Action Points to perform. | |
| 100% Close Combat | 15 | Venomous Hands | All your melee attacks will inflict poison. |
| 18 | Gain Strength | +1 Strength | |
| 18 | Gain Perception | +1 Perception | |
| 18 | Gain Endurance | +1 Endurance | |
| 18 | Gain Charisma | +1 Charisma | |
| 18 | Gain Intelligence | +1 Intelligence | |
| 18 | Gain Agility | +1 Agility | |
| 18 | Gain Luck | +1 Luck | |
| 100% Throwing | 21 | The Impaler | Your spears now pierce multiple targets, assuming they line up properly. |
| 21 | Street Samurai | CURRENTLY NOT WORKING. You are able to switch between 1 handed weapons without interuption and while moving with cooldown of 0.4s. | |
| 150% Small Guns | 21 | Shotgun Surgeon | 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. |
| 100% Throwing | 21 | Grenadier | Grenades are no longer removed from your hand and util slots when thrown but base AP cost is increased by 25 AP. |
| 200% Small Guns | 21 | Simian Warfare | When at maximum Action Points, you only have half the aim delay with Small Guns. |
| 21 | PMS Defense | 10% of combat damage taken is converted to Bleed damage. | |
| 21 | Lazer Rifling | 5% increased to your hit-chance cap. | |
| 21 | Trick Shooter | Your aimed arm shots will send the weapon flying out of your victims hands instead of crippling them! | |
| 21 | Barricade Tactician | If you get any Cover bonus at all (including bonus from deployment) you get additional +10% on top. |
Pages in category "Perks"
The following 56 pages are in this category, out of 56 total.
