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		<updated>2026-06-15T23:20:17Z</updated>
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	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Engineering</id>
		<title>Engineering</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Engineering"/>
				<updated>2014-03-05T00:38:26Z</updated>
		
		<summary type="html">&lt;p&gt;Lidae: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Character]]&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
&lt;br /&gt;
''he practical application of the Science skill, for fixing of broken equipment, machinery and electronics.''&lt;br /&gt;
&lt;br /&gt;
The engineering skill is the 4th support or non-combat skill and handles crafting and repairing.&lt;br /&gt;
&lt;br /&gt;
==[[Craft|Crafting]]==&lt;br /&gt;
Crafted items are not automatically in top condition, instead, the engineering and [[Science]] skills determine the final condition. &lt;br /&gt;
&lt;br /&gt;
The condition of the crafted item is given by:&lt;br /&gt;
&lt;br /&gt;
Condition = 5 - Random(-5,5) + (engineering + science)*0.225&lt;br /&gt;
&lt;br /&gt;
If a crafted item requires another item that has a condition, the condition of the crafted item will be scaled by the condition of the component(s). So crafting a leather armor mk 2 with a leather armor that has 50% condition, the condition of the final armor will be divided by 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For more information on crafting, please refer to the [[Craft|blueprints]] page.&lt;br /&gt;
&lt;br /&gt;
== Repair ==&lt;br /&gt;
In order to repair a weapon, the player needs 3 pieces of junk, one piece of components and one oil can, usually purchased from a vendor. For armors, the required materials are one piece of kevlar, three pieces of fiber and one broken armor of the same type. As far as the broken armor is concerned, an armor of the same material is sufficient, meaning that a Combat Leather Coat can be repaired with a broken Leather Jacket.&lt;br /&gt;
&lt;br /&gt;
Each repair restores a certain amount of condition-points which depends on the engineering skill, the base price of the item and finally, its tier. The amount repaired is tied directly to the value of the item. The exact formula is given by:&lt;br /&gt;
&lt;br /&gt;
percentRepaired = (100*(10 + engineering/(itemTier+2))) / itemCost&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Improving Engineering ==&lt;br /&gt;
&lt;br /&gt;
The Engineering skill has a chance to improve whenever you perform certain engineering related tasks. When you repair an item, you have a 1-50% chance of gaining one engineering point (the higher your skill, the lower the chance). When crafting an item that requires a blueprint to craft, you have a chance to gain one engineering point, based on the tier of the item crafted. Tier 2 items have a 1-50% chance (the higher your skill, the lower the chance), tier 3 items have a 11-60% chance.&lt;/div&gt;</summary>
		<author><name>Lidae</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Zone_Control</id>
		<title>Zone Control</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Zone_Control"/>
				<updated>2014-03-04T17:50:38Z</updated>
		
		<summary type="html">&lt;p&gt;Lidae: /* Starting Zone Control */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:TobeCompleted]]&lt;br /&gt;
[[Category:Gameplay]]&lt;br /&gt;
Some maps in the core of Phoenix are so called Zone Control maps. The players of a faction can take control of such maps by starting a timer and defeating any enemies that comes to defend during that time. &lt;br /&gt;
&lt;br /&gt;
During the timer, various actions (shooting/killing/healing) is rewarded with a score, and the combined score of all players in each faction is displayed as a server message as the faction score. The faction that started the timer receives 50 score to begin with, and as soon as another eligible team enters, they receive 1 score. From the moment that two eligible teams are present, the &amp;quot;last team standing&amp;quot; will take control of the zone. If, when the timer runs out, two or more teams are still alive, the team with the most score will win.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Starting Zone Control ==&lt;br /&gt;
&lt;br /&gt;
=== The Maps ===&lt;br /&gt;
&lt;br /&gt;
In it's current shape, the Phoenix core consists of 25 maps. 12 of these are Zone Control maps:&lt;br /&gt;
&lt;br /&gt;
Junk Canyon&amp;lt;br&amp;gt;&lt;br /&gt;
Gamma Gulp Distillery&amp;lt;br&amp;gt;&lt;br /&gt;
Gun Runners&amp;lt;br&amp;gt;&lt;br /&gt;
Phoenix Police Department&amp;lt;br&amp;gt;&lt;br /&gt;
Nuka Cola Factory&amp;lt;br&amp;gt;&lt;br /&gt;
RobCo Enterprises&amp;lt;br&amp;gt;&lt;br /&gt;
Library Park&amp;lt;br&amp;gt;&lt;br /&gt;
Global Electrics&amp;lt;br&amp;gt;&lt;br /&gt;
Whorehouse&amp;lt;br&amp;gt;&lt;br /&gt;
PV Bio Lab&amp;lt;br&amp;gt;&lt;br /&gt;
Verde Water Treatment Plant&amp;lt;br&amp;gt;&lt;br /&gt;
PV Polymer Lab&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Requirements ===&lt;br /&gt;
&lt;br /&gt;
On each Zone Control map, there is a flag which, when interacted with, allows a group of players to start the Zone Control process. Different maps may have different requirements for starting the Zone Control: Gear (equipped armor and equipped weapon), player level and number of players are the things checked for. The current requirements for the zone control maps are currently all set to the same thing: no weapons required, no armor required, no minimum level required, need at least 4 players. As with everything, this is subject to be changed in the future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
During Zone Control, a player is considered '''Eligible''' if he meets the requirements of the Zone Control map. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Timer ===&lt;br /&gt;
&lt;br /&gt;
When Zone Control is started, a server message will appear and a timer of 20 minutes is started. The server message shows the amount of time left, and the '''score''' (see below) of each currently participating faction. The faction with the highest score when the timer stops will take control of the zone. The team that starts the Zone Control is awarded with 50 score to begin with, and as soon as an opposing team enters the map, they are given 1 score.&lt;br /&gt;
&lt;br /&gt;
== Zone Control Score, Fame and Reputation ==&lt;br /&gt;
&lt;br /&gt;
During Zone Control, every ''eligible player'' (a player that meets the requirements) of a ''participating faction'' (a faction that has enough eligible players currently in the Zone) will receive a personal '''Score''' whenever performing one of the following actions:&lt;br /&gt;
&lt;br /&gt;
* Inflicting damage on eligible enemies. 0.1 score/dmg dealt. Bleed damage counts as 0.5 damage.&lt;br /&gt;
* Crippling eligible enemies. 10 score/cripple.&lt;br /&gt;
* Killing an eligible enemy. 50 score/kill.&lt;br /&gt;
* Giving first aid to an eligible team mate. 0.1 score/dmg healed.&lt;br /&gt;
* Healing the limb of an eligible team mate. 10 score/limb healed.&lt;br /&gt;
&lt;br /&gt;
The score awarded is furthermore modified by the player who is shot/healed: +2% per level above 1, +50% per tier 3 item equipped, +0.1% for each score of the target. &lt;br /&gt;
&lt;br /&gt;
The '''Team Score''' is the combined score of all players of a faction during a Zone Control action. It is displayed in the server message, and if both teams are still alive at the end of the timer, the team with the highest score will win.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fame ===&lt;br /&gt;
&lt;br /&gt;
The Score earned by a player during Zone Control is remembered after each action as '''Fame'''. You can view your personal fame in the character sheet, under the karma tab. After each action, you get 10% of your score from that action as Fame. Fame currently has no significance, other than certain bragging rights. &lt;br /&gt;
&lt;br /&gt;
Your private score is made visible if you have the awareness perk, and it shows for any player with 50 score or more. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Reputation ===&lt;br /&gt;
&lt;br /&gt;
During Zone Control, you will not receive the usual reputation penalties or rewards from shooting other players. ''So long as a player has less than 50 score'', he may be shot and killed without any reputation loss (or gain) whatsoever, regardless of faction. This allows a team to appropriately punish any suspected scouts, or people who try to loot without having done participated in the action.&lt;br /&gt;
&lt;br /&gt;
Shooting a friendly player with more than 50 score will bring the usual reputation penalties. &lt;br /&gt;
&lt;br /&gt;
Reputation (as well as XP and caps) will be rewarded when the Zone Control has ended, and the rewards are based on your personal performance (score). See below.&lt;br /&gt;
&lt;br /&gt;
== Ending Zone Control ==&lt;br /&gt;
&lt;br /&gt;
The last team standing will generally win the action and take control of the zone. The only exception to this is if the timer runs out first, in which case the team with the highest score will win. &lt;br /&gt;
&lt;br /&gt;
=== Rewards ===&lt;br /&gt;
&lt;br /&gt;
Every player that participated in the Zone Control (achieved a personal score of at least 1) will receive a reward of Caps, XP and reputation with the participating factions. The reward is based directly on the personal score of each player and so it is individual. Caps are spawned directly in one of the lockers in the player's private room in his faction.&lt;br /&gt;
&lt;br /&gt;
The caps and reputation skills are further modified by the player's [[Persuasion]] skill. Caps and reputation rewards are multiplied by Persuasion/500.&lt;br /&gt;
&lt;br /&gt;
The rewards (subject to change):&lt;br /&gt;
&lt;br /&gt;
''If your faction won:''&lt;br /&gt;
*XP: 10*score&lt;br /&gt;
*Caps: 4*score&lt;br /&gt;
*Reputation with your own faction: +score&lt;br /&gt;
*Reputation with enemy faction: -score/4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''If your faction lost:''&lt;br /&gt;
*XP: 10*score&lt;br /&gt;
*Caps: 2*score&lt;br /&gt;
*Reputation with your own faction: +score/2&lt;br /&gt;
*Reputation with enemy faction: -score/8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Looting phase ===&lt;br /&gt;
&lt;br /&gt;
After a Zone Control action is concluded, there will be a short &amp;quot;looting phase&amp;quot;, during which Zone Control can't be restarted on that map. Currently this only lasts for 30 seconds, but this is subject to change. &lt;br /&gt;
&lt;br /&gt;
During the looting phase, there are no reputation penalties or rewards for other players, regardless of their fame, score or level. This is so that you can punish freeloaders or others trying to steal loot.&lt;/div&gt;</summary>
		<author><name>Lidae</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Zone_Control</id>
		<title>Zone Control</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Zone_Control"/>
				<updated>2014-03-04T17:40:57Z</updated>
		
		<summary type="html">&lt;p&gt;Lidae: /* Ending Zone Control */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:TobeCompleted]]&lt;br /&gt;
[[Category:Gameplay]]&lt;br /&gt;
Some maps in the core of Phoenix are so called Zone Control maps. The players of a faction can take control of such maps by starting a timer and defeating any enemies that comes to defend during that time. &lt;br /&gt;
&lt;br /&gt;
During the timer, various actions (shooting/killing/healing) is rewarded with a score, and the combined score of all players in each faction is displayed as a server message as the faction score. The faction that started the timer receives 50 score to begin with, and as soon as another eligible team enters, they receive 1 score. From the moment that two eligible teams are present, the &amp;quot;last team standing&amp;quot; will take control of the zone. If, when the timer runs out, two or more teams are still alive, the team with the most score will win.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Starting Zone Control ==&lt;br /&gt;
&lt;br /&gt;
=== The Maps ===&lt;br /&gt;
&lt;br /&gt;
In it's current shape, the Phoenix core consists of the following seven maps (from west to east):&lt;br /&gt;
&lt;br /&gt;
Lawyer Gate &amp;lt;-&amp;gt; Maryland Avenue &amp;lt;-&amp;gt; '''The Distillery''' &amp;lt;-&amp;gt; '''Library Park''' &amp;lt;-&amp;gt; '''Paradise Valley''' &amp;lt;-&amp;gt; Adam's School &amp;lt;-&amp;gt; Family Gate&lt;br /&gt;
&lt;br /&gt;
The Distillery, Library Park and Paradise Valley are the three current Zone Control maps.&lt;br /&gt;
&lt;br /&gt;
=== Requirements ===&lt;br /&gt;
&lt;br /&gt;
On each Zone Control map, there is a white flag which, when interacted with, allows a group of players to start the Zone Control process. Different maps may have different requirements for starting the Zone Control: Gear (equipped armor and equipped weapon), player level and number of players are the things checked for. The current requirements for the zone control maps are set as such (subject to change in the future):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Distillery:'''&lt;br /&gt;
&lt;br /&gt;
Gear: tier 1 and above&amp;lt;br&amp;gt;&lt;br /&gt;
Level: 1 and above&amp;lt;br&amp;gt;&lt;br /&gt;
Numbers: 1 or more living players&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Library Park:'''&lt;br /&gt;
&lt;br /&gt;
Gear: tier 2 and above&amp;lt;br&amp;gt;&lt;br /&gt;
Level: 8 and above&amp;lt;br&amp;gt;&lt;br /&gt;
Numbers: 1 or more living players&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Paradise Valley:'''&lt;br /&gt;
&lt;br /&gt;
Gear: tier 1 and above&amp;lt;br&amp;gt;&lt;br /&gt;
Level: 1 and above&amp;lt;br&amp;gt;&lt;br /&gt;
Numbers: 1 or more living players&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
During Zone Control, a player is considered '''Eligible''' if he meets the requirements of the Zone Control map. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Timer ===&lt;br /&gt;
&lt;br /&gt;
When Zone Control is started, a server message will appear and a timer of 20 minutes is started. The server message shows the amount of time left, and the '''score''' (see below) of each currently participating faction. The faction with the highest score when the timer stops will take control of the zone. The team that starts the Zone Control is awarded with 50 score to begin with, and as soon as an opposing team enters the map, they are given 1 score. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Zone Control Score, Fame and Reputation ==&lt;br /&gt;
&lt;br /&gt;
During Zone Control, every ''eligible player'' (a player that meets the requirements) of a ''participating faction'' (a faction that has enough eligible players currently in the Zone) will receive a personal '''Score''' whenever performing one of the following actions:&lt;br /&gt;
&lt;br /&gt;
* Inflicting damage on eligible enemies. 0.1 score/dmg dealt. Bleed damage counts as 0.5 damage.&lt;br /&gt;
* Crippling eligible enemies. 10 score/cripple.&lt;br /&gt;
* Killing an eligible enemy. 50 score/kill.&lt;br /&gt;
* Giving first aid to an eligible team mate. 0.1 score/dmg healed.&lt;br /&gt;
* Healing the limb of an eligible team mate. 10 score/limb healed.&lt;br /&gt;
&lt;br /&gt;
The score awarded is furthermore modified by the player who is shot/healed: +2% per level above 1, +50% per tier 3 item equipped, +0.1% for each score of the target. &lt;br /&gt;
&lt;br /&gt;
The '''Team Score''' is the combined score of all players of a faction during a Zone Control action. It is displayed in the server message, and if both teams are still alive at the end of the timer, the team with the highest score will win.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fame ===&lt;br /&gt;
&lt;br /&gt;
The Score earned by a player during Zone Control is remembered after each action as '''Fame'''. You can view your personal fame in the character sheet, under the karma tab. After each action, you get 10% of your score from that action as Fame. Fame currently has no significance, other than certain bragging rights. &lt;br /&gt;
&lt;br /&gt;
Your private score is made visible if you have the awareness perk, and it shows for any player with 50 score or more. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Reputation ===&lt;br /&gt;
&lt;br /&gt;
During Zone Control, you will not receive the usual reputation penalties or rewards from shooting other players. ''So long as a player has less than 50 score'', he may be shot and killed without any reputation loss (or gain) whatsoever, regardless of faction. This allows a team to appropriately punish any suspected scouts, or people who try to loot without having done participated in the action.&lt;br /&gt;
&lt;br /&gt;
Shooting a friendly player with more than 50 score will bring the usual reputation penalties. &lt;br /&gt;
&lt;br /&gt;
Reputation (as well as XP and caps) will be rewarded when the Zone Control has ended, and the rewards are based on your personal performance (score). See below.&lt;br /&gt;
&lt;br /&gt;
== Ending Zone Control ==&lt;br /&gt;
&lt;br /&gt;
The last team standing will generally win the action and take control of the zone. The only exception to this is if the timer runs out first, in which case the team with the highest score will win. &lt;br /&gt;
&lt;br /&gt;
=== Rewards ===&lt;br /&gt;
&lt;br /&gt;
Every player that participated in the Zone Control (achieved a personal score of at least 1) will receive a reward of Caps, XP and reputation with the participating factions. The reward is based directly on the personal score of each player and so it is individual. Caps are spawned directly in one of the lockers in the player's private room in his faction.&lt;br /&gt;
&lt;br /&gt;
The caps and reputation skills are further modified by the player's [[Persuasion]] skill. Caps and reputation rewards are multiplied by Persuasion/500.&lt;br /&gt;
&lt;br /&gt;
The rewards (subject to change):&lt;br /&gt;
&lt;br /&gt;
''If your faction won:''&lt;br /&gt;
*XP: 10*score&lt;br /&gt;
*Caps: 4*score&lt;br /&gt;
*Reputation with your own faction: +score&lt;br /&gt;
*Reputation with enemy faction: -score/4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''If your faction lost:''&lt;br /&gt;
*XP: 10*score&lt;br /&gt;
*Caps: 2*score&lt;br /&gt;
*Reputation with your own faction: +score/2&lt;br /&gt;
*Reputation with enemy faction: -score/8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Looting phase ===&lt;br /&gt;
&lt;br /&gt;
After a Zone Control action is concluded, there will be a short &amp;quot;looting phase&amp;quot;, during which Zone Control can't be restarted on that map. Currently this only lasts for 30 seconds, but this is subject to change. &lt;br /&gt;
&lt;br /&gt;
During the looting phase, there are no reputation penalties or rewards for other players, regardless of their fame, score or level. This is so that you can punish freeloaders or others trying to steal loot.&lt;/div&gt;</summary>
		<author><name>Lidae</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Zone_Control</id>
		<title>Zone Control</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Zone_Control"/>
				<updated>2014-03-04T17:35:07Z</updated>
		
		<summary type="html">&lt;p&gt;Lidae: /* Zone Control Score, Fame and Reputation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:TobeCompleted]]&lt;br /&gt;
[[Category:Gameplay]]&lt;br /&gt;
Some maps in the core of Phoenix are so called Zone Control maps. The players of a faction can take control of such maps by starting a timer and defeating any enemies that comes to defend during that time. &lt;br /&gt;
&lt;br /&gt;
During the timer, various actions (shooting/killing/healing) is rewarded with a score, and the combined score of all players in each faction is displayed as a server message as the faction score. The faction that started the timer receives 50 score to begin with, and as soon as another eligible team enters, they receive 1 score. From the moment that two eligible teams are present, the &amp;quot;last team standing&amp;quot; will take control of the zone. If, when the timer runs out, two or more teams are still alive, the team with the most score will win.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Starting Zone Control ==&lt;br /&gt;
&lt;br /&gt;
=== The Maps ===&lt;br /&gt;
&lt;br /&gt;
In it's current shape, the Phoenix core consists of the following seven maps (from west to east):&lt;br /&gt;
&lt;br /&gt;
Lawyer Gate &amp;lt;-&amp;gt; Maryland Avenue &amp;lt;-&amp;gt; '''The Distillery''' &amp;lt;-&amp;gt; '''Library Park''' &amp;lt;-&amp;gt; '''Paradise Valley''' &amp;lt;-&amp;gt; Adam's School &amp;lt;-&amp;gt; Family Gate&lt;br /&gt;
&lt;br /&gt;
The Distillery, Library Park and Paradise Valley are the three current Zone Control maps.&lt;br /&gt;
&lt;br /&gt;
=== Requirements ===&lt;br /&gt;
&lt;br /&gt;
On each Zone Control map, there is a white flag which, when interacted with, allows a group of players to start the Zone Control process. Different maps may have different requirements for starting the Zone Control: Gear (equipped armor and equipped weapon), player level and number of players are the things checked for. The current requirements for the zone control maps are set as such (subject to change in the future):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Distillery:'''&lt;br /&gt;
&lt;br /&gt;
Gear: tier 1 and above&amp;lt;br&amp;gt;&lt;br /&gt;
Level: 1 and above&amp;lt;br&amp;gt;&lt;br /&gt;
Numbers: 1 or more living players&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Library Park:'''&lt;br /&gt;
&lt;br /&gt;
Gear: tier 2 and above&amp;lt;br&amp;gt;&lt;br /&gt;
Level: 8 and above&amp;lt;br&amp;gt;&lt;br /&gt;
Numbers: 1 or more living players&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Paradise Valley:'''&lt;br /&gt;
&lt;br /&gt;
Gear: tier 1 and above&amp;lt;br&amp;gt;&lt;br /&gt;
Level: 1 and above&amp;lt;br&amp;gt;&lt;br /&gt;
Numbers: 1 or more living players&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
During Zone Control, a player is considered '''Eligible''' if he meets the requirements of the Zone Control map. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Timer ===&lt;br /&gt;
&lt;br /&gt;
When Zone Control is started, a server message will appear and a timer of 20 minutes is started. The server message shows the amount of time left, and the '''score''' (see below) of each currently participating faction. The faction with the highest score when the timer stops will take control of the zone. The team that starts the Zone Control is awarded with 50 score to begin with, and as soon as an opposing team enters the map, they are given 1 score. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Zone Control Score, Fame and Reputation ==&lt;br /&gt;
&lt;br /&gt;
During Zone Control, every ''eligible player'' (a player that meets the requirements) of a ''participating faction'' (a faction that has enough eligible players currently in the Zone) will receive a personal '''Score''' whenever performing one of the following actions:&lt;br /&gt;
&lt;br /&gt;
* Inflicting damage on eligible enemies. 0.1 score/dmg dealt. Bleed damage counts as 0.5 damage.&lt;br /&gt;
* Crippling eligible enemies. 10 score/cripple.&lt;br /&gt;
* Killing an eligible enemy. 50 score/kill.&lt;br /&gt;
* Giving first aid to an eligible team mate. 0.1 score/dmg healed.&lt;br /&gt;
* Healing the limb of an eligible team mate. 10 score/limb healed.&lt;br /&gt;
&lt;br /&gt;
The score awarded is furthermore modified by the player who is shot/healed: +2% per level above 1, +50% per tier 3 item equipped, +0.1% for each score of the target. &lt;br /&gt;
&lt;br /&gt;
The '''Team Score''' is the combined score of all players of a faction during a Zone Control action. It is displayed in the server message, and if both teams are still alive at the end of the timer, the team with the highest score will win.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fame ===&lt;br /&gt;
&lt;br /&gt;
The Score earned by a player during Zone Control is remembered after each action as '''Fame'''. You can view your personal fame in the character sheet, under the karma tab. After each action, you get 10% of your score from that action as Fame. Fame currently has no significance, other than certain bragging rights. &lt;br /&gt;
&lt;br /&gt;
Your private score is made visible if you have the awareness perk, and it shows for any player with 50 score or more. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Reputation ===&lt;br /&gt;
&lt;br /&gt;
During Zone Control, you will not receive the usual reputation penalties or rewards from shooting other players. ''So long as a player has less than 50 score'', he may be shot and killed without any reputation loss (or gain) whatsoever, regardless of faction. This allows a team to appropriately punish any suspected scouts, or people who try to loot without having done participated in the action.&lt;br /&gt;
&lt;br /&gt;
Shooting a friendly player with more than 50 score will bring the usual reputation penalties. &lt;br /&gt;
&lt;br /&gt;
Reputation (as well as XP and caps) will be rewarded when the Zone Control has ended, and the rewards are based on your personal performance (score). See below.&lt;br /&gt;
&lt;br /&gt;
== Ending Zone Control ==&lt;br /&gt;
&lt;br /&gt;
The last team standing will generally win the action and take control of the zone. The only exception to this is if the timer runs out first, in which case the team with the highest score will win. &lt;br /&gt;
&lt;br /&gt;
=== Rewards ===&lt;br /&gt;
&lt;br /&gt;
Every player that participated in the Zone Control (achieved a personal score of at least 1) will receive a reward of Caps, XP and reputation with the participating factions. The reward is based directly on the personal score of each player, and so it is individual. Caps are spawned directly in one of the lockers in the player's private room in his faction.&lt;br /&gt;
&lt;br /&gt;
The rewards (subject to change):&lt;br /&gt;
&lt;br /&gt;
''If your faction won:''&lt;br /&gt;
*XP: 30*score&lt;br /&gt;
*Caps: 10*score&lt;br /&gt;
*Reputation with your own faction: +score&lt;br /&gt;
*Reputation with enemy faction: -score/4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''If your faction lost:''&lt;br /&gt;
*XP: 10*score&lt;br /&gt;
*Caps: 2*score&lt;br /&gt;
*Reputation with your own faction: +score/2&lt;br /&gt;
*Reputation with enemy faction: -score/8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Looting phase ===&lt;br /&gt;
&lt;br /&gt;
After a Zone Control action is concluded, there will be a short &amp;quot;looting phase&amp;quot;, during which Zone Control can't be restarted on that map. Currently this only lasts for 30 seconds, but this is subject to change. &lt;br /&gt;
&lt;br /&gt;
Note: during this looting phase, reputation penalties are supposed to be suspended if you had more than 50 score in the action, so that you may still punish any freeloaders that try to steal loot. This is not yet implemented, though.&lt;/div&gt;</summary>
		<author><name>Lidae</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Partial_Armor_Bypass</id>
		<title>Partial Armor Bypass</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Partial_Armor_Bypass"/>
				<updated>2014-03-04T17:23:54Z</updated>
		
		<summary type="html">&lt;p&gt;Lidae: Created page with &amp;quot;Partial armor bypass is a critical effect that might happen as a result of a Critical Hit. Such a hit will ignore some of the protection of your armour (if you wear any), ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Partial armor bypass is a critical effect that might happen as a result of a [[Critical Hit]]. Such a hit will ignore some of the protection of your armour (if you wear any), with the likely effect that you take more damage.&lt;br /&gt;
&lt;br /&gt;
The likelihood of having your armor (partially) bypassed as a result of a critical hit depends primarily on your [[Agility]]. &lt;br /&gt;
&lt;br /&gt;
The severity of a partial armor bypass depends on [[Luck]], and is further modified by the &amp;quot;armor efficiency&amp;quot; perk, as well as possible leadership boosts (both of the attacker and the target), and the &amp;quot;piercing strike&amp;quot; weapon perk. &lt;br /&gt;
&lt;br /&gt;
The DR and DT values of the armor is modified by the following percentage in the event of a partial armor bypass:&lt;br /&gt;
&lt;br /&gt;
partialBypass = 30 + (30 * (55 - ((21 - L) * L) / 2)) / 45&lt;br /&gt;
&lt;br /&gt;
A partialBypass value of 100 means the entire armor is ignored (it's as if you wear no armor at all), and a value of 0 means there is no bypass at all.&lt;/div&gt;</summary>
		<author><name>Lidae</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Level_cap</id>
		<title>Level cap</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Level_cap"/>
				<updated>2014-03-04T17:04:33Z</updated>
		
		<summary type="html">&lt;p&gt;Lidae: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There is no level cap in Ashes of Phoenix, however, after reaching level 24, the rewards for gaining further levels changes. You no longer get any additional hit points, and the perks you can select every third level are changed so as not to significantly affect PvP balance.&lt;br /&gt;
&lt;br /&gt;
You will keep gaining skill points after level 24, but the use of these skill points is restricted. At level 25 and above, you can no longer use skill points to increase your tagged skills. Instead, these tagged skills are now the measure with which all other skills are compared. Primary skills can't be improved above the level of your primary tagged skill, and secondary skills can't be increased beyond the lowest of your tagged secondary skills. &lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
You tagged small guns, first aid and leadership. At level 24, small guns is at 225, first aid is at 175 and leadership is at 150. Now, when you reach level 25, you gain as many skill points as you normally do, but they can no longer be used to improve small guns, first aid or leadership. You can improve your big guns, energy weapons and hand-to-hand skills up to, but not above 225, since that's where your tagged primary skill ended up. You can improve your throwing, traps, sneak and doctor skills, but only up to 150, since that's the lowest of your tagged secondary skills. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In other words, gaining levels after level 24 will not make your character significantly stronger, but rather more versatile.&lt;/div&gt;</summary>
		<author><name>Lidae</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Hit_Points</id>
		<title>Hit Points</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Hit_Points"/>
				<updated>2014-03-04T16:50:57Z</updated>
		
		<summary type="html">&lt;p&gt;Lidae: /* Hit Points regeneration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:TobeCompleted]]&lt;br /&gt;
[[Category:Character]]&lt;br /&gt;
[[Category:Primary Stats]]&lt;br /&gt;
&lt;br /&gt;
'''Hit Points''' (or '''HP''') define the amount of damage your character can take before dying.&lt;br /&gt;
&lt;br /&gt;
When your hit points reach 0 or below, you fall on the ground knocked down, which means you can only whisper. While knocked down you are unable to do anything. When your HP goes to -100 you will die. Your HP will regenerate every 15 seconds, allowing your character to stand back up when it reaches 1 or above. &lt;br /&gt;
&lt;br /&gt;
== Hit Points regeneration ==&lt;br /&gt;
You can get back your hit points in the following ways:&lt;br /&gt;
* Hit points regenerate every 15 seconds by an amount determined by your [[Healing Rate]].&lt;br /&gt;
* Using a [[Stimpak]], [[Healing Powder]] or [[Super Stimpak]] will regenerate hit points - take care about the drugs inconveniences first, though.&lt;br /&gt;
* Using the [[First Aid]] skill will heal an amount of hit points determined by your skill your [[Bandaged]] level. First Aid is typically more effective to use on your friends, than it is on yourself.&lt;br /&gt;
&lt;br /&gt;
== Maximum Hit Points ==&lt;br /&gt;
The formula for the base Maximum Hit Points is given by:&lt;br /&gt;
&lt;br /&gt;
136 + (21-[[Strength|S]])*S/2 + (21-[[Endurance|E]])*E/2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additionally, you will be awarded more hit points when you go up a [[Levels|Level]]. The formula for hit points per level is given by:&lt;br /&gt;
&lt;br /&gt;
1 + [[Endurance|E]]/4&lt;br /&gt;
&lt;br /&gt;
This number is rounded down on level up, but any remaining fraction will be remembered for the next level up. So if your endurance is 1, you get 1 HP for the first 3 levels, and then 2 HP for the fourth level. &lt;br /&gt;
&lt;br /&gt;
After you reached level 24, you will no longer get any HP bonus from Endurance when you level up. You just get one hit point per level, and that's it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The [[Perks|Perk]] [[Lifegiver]] grants you a one time bonus of +20 Hit Points. It can only be taken once.&lt;br /&gt;
&lt;br /&gt;
Chart showing HP levels '''at level 24''', for a given Endurance and Strength. Any additional levels above 24 gives +1HP.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!En\St&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
!5&lt;br /&gt;
!6&lt;br /&gt;
!7&lt;br /&gt;
!8&lt;br /&gt;
!9&lt;br /&gt;
!10&lt;br /&gt;
|-&lt;br /&gt;
| '''1'''&lt;br /&gt;
| 186&lt;br /&gt;
| 195&lt;br /&gt;
| 203&lt;br /&gt;
| 210&lt;br /&gt;
| 216&lt;br /&gt;
| 221&lt;br /&gt;
| 225&lt;br /&gt;
| 228&lt;br /&gt;
| 230&lt;br /&gt;
| 231&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| '''2'''&lt;br /&gt;
| 201&lt;br /&gt;
| 210&lt;br /&gt;
| 218&lt;br /&gt;
| 225&lt;br /&gt;
| 231&lt;br /&gt;
| 236&lt;br /&gt;
| 240&lt;br /&gt;
| 243&lt;br /&gt;
| 245&lt;br /&gt;
| 246&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| '''3'''&lt;br /&gt;
| 215&lt;br /&gt;
| 224&lt;br /&gt;
| 232&lt;br /&gt;
| 239&lt;br /&gt;
| 245&lt;br /&gt;
| 250&lt;br /&gt;
| 254&lt;br /&gt;
| 257&lt;br /&gt;
| 259&lt;br /&gt;
| 260&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| '''4'''&lt;br /&gt;
| 228&lt;br /&gt;
| 237&lt;br /&gt;
| 245&lt;br /&gt;
| 252&lt;br /&gt;
| 258&lt;br /&gt;
| 263&lt;br /&gt;
| 267&lt;br /&gt;
| 270&lt;br /&gt;
| 272&lt;br /&gt;
| 273&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| '''5'''&lt;br /&gt;
| 240&lt;br /&gt;
| 249&lt;br /&gt;
| 257&lt;br /&gt;
| 264&lt;br /&gt;
| 270&lt;br /&gt;
| 275&lt;br /&gt;
| 279&lt;br /&gt;
| 282&lt;br /&gt;
| 284&lt;br /&gt;
| 285&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| '''6'''&lt;br /&gt;
| 251&lt;br /&gt;
| 260&lt;br /&gt;
| 268&lt;br /&gt;
| 275&lt;br /&gt;
| 281&lt;br /&gt;
| 286&lt;br /&gt;
| 290&lt;br /&gt;
| 293&lt;br /&gt;
| 295&lt;br /&gt;
| 296&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| '''7'''&lt;br /&gt;
| 261&lt;br /&gt;
| 270&lt;br /&gt;
| 278&lt;br /&gt;
| 285&lt;br /&gt;
| 291&lt;br /&gt;
| 296&lt;br /&gt;
| 300&lt;br /&gt;
| 303&lt;br /&gt;
| 305&lt;br /&gt;
| 306&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| '''8'''&lt;br /&gt;
| 270&lt;br /&gt;
| 279&lt;br /&gt;
| 287&lt;br /&gt;
| 294&lt;br /&gt;
| 300&lt;br /&gt;
| 305&lt;br /&gt;
| 309&lt;br /&gt;
| 312&lt;br /&gt;
| 314&lt;br /&gt;
| 315&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| '''9'''&lt;br /&gt;
| 278&lt;br /&gt;
| 287&lt;br /&gt;
| 295&lt;br /&gt;
| 302&lt;br /&gt;
| 308&lt;br /&gt;
| 313&lt;br /&gt;
| 317&lt;br /&gt;
| 320&lt;br /&gt;
| 322&lt;br /&gt;
| 323&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| '''10'''&lt;br /&gt;
| 285&lt;br /&gt;
| 294&lt;br /&gt;
| 302&lt;br /&gt;
| 309&lt;br /&gt;
| 315&lt;br /&gt;
| 320&lt;br /&gt;
| 324&lt;br /&gt;
| 327&lt;br /&gt;
| 329&lt;br /&gt;
| 330&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Lidae</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Derived_stats</id>
		<title>Derived stats</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Derived_stats"/>
				<updated>2014-03-04T16:48:45Z</updated>
		
		<summary type="html">&lt;p&gt;Lidae: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| '''&amp;lt;big&amp;gt;Derived stats&amp;lt;/big&amp;gt;''' &lt;br /&gt;
&lt;br /&gt;
[[File:Derived_stats.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
| The derived stat screen displays a lot of useful information on your character, such as [[Armor Class]], [[Critical Hit|Critical Chance]] or [[Resistances]]. Those stats depend on your SPECIAL.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Lidae</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Main_Page</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Main_Page"/>
				<updated>2014-03-04T16:48:01Z</updated>
		
		<summary type="html">&lt;p&gt;Lidae: /* Gameplay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Aoplogo.png | center]]&lt;br /&gt;
''Welcome to the [[FOnline: Ashes of Phoenix]] wiki.&lt;br /&gt;
AoP is a Fallout MMORPG game based on the FOnline Engine. Need more info about the game? You're at the right place.''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&lt;br /&gt;
'''You don't need to create an account on this Wiki if you are already registered on our forums. Just login using your forum ID &amp;amp; password.'''&amp;lt;/big&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Page that need to be created:'' [[ToDoList]] ''outdated''&lt;br /&gt;
&lt;br /&gt;
''Page that need to be completed:'' [[TobeCompleted]] ''outdated''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=[[Getting started]]=&lt;br /&gt;
&lt;br /&gt;
* [[Installation]]&lt;br /&gt;
* [[Tutorial]]&lt;br /&gt;
&lt;br /&gt;
=[[Character | Player Character]]=&lt;br /&gt;
&lt;br /&gt;
* [[S.P.E.C.I.A.L.]]&lt;br /&gt;
* [[Hit Points]]&lt;br /&gt;
* [[Derived stats]]&lt;br /&gt;
* [[Armor Class]]&lt;br /&gt;
* [[Skills]]&lt;br /&gt;
* [[Traits]]&lt;br /&gt;
* [[Perks]]&lt;br /&gt;
* [[Level cap]]&lt;br /&gt;
* [[Reputation]]&lt;br /&gt;
&lt;br /&gt;
=[[Gameplay]]=&lt;br /&gt;
&lt;br /&gt;
* [[Available controls]]&lt;br /&gt;
* [[Shortcuts]]&lt;br /&gt;
* [[Interface]]&lt;br /&gt;
* [[Cheapboy]]&lt;br /&gt;
* [[Max range &amp;amp; effective range]]&lt;br /&gt;
* [[Hit Chance]]&lt;br /&gt;
* [[Critical Hit|Criticals]]&lt;br /&gt;
&lt;br /&gt;
=[[Factions]]=&lt;br /&gt;
&lt;br /&gt;
* [[Factions headquarters]]&lt;br /&gt;
* [[Platoons]]&lt;br /&gt;
* [[Random assignments]]&lt;br /&gt;
&lt;br /&gt;
=[[The Core|Phoenix Core]]=&lt;br /&gt;
&lt;br /&gt;
* [[Scavenging the Core]]&lt;br /&gt;
* [[Patrols]]&lt;br /&gt;
* [[Hotspots]]&lt;br /&gt;
* [[Zone Control]]&lt;br /&gt;
* [[Dungeons]]&lt;br /&gt;
* [[The automap]]&lt;br /&gt;
&lt;br /&gt;
=[[Items]]=&lt;br /&gt;
&lt;br /&gt;
* [[Crafting|Crafting system]]&lt;br /&gt;
* [[Blueprints]]&lt;br /&gt;
* [[Merchants]]&lt;br /&gt;
* [[Items condition]]&lt;br /&gt;
* [[Skill-related items]]&lt;br /&gt;
&lt;br /&gt;
=[[Weapons]]=&lt;br /&gt;
&lt;br /&gt;
* [[Weapon traits]]&lt;br /&gt;
* [[Weapon perks]]&lt;br /&gt;
* [[Assault rifles]]&lt;br /&gt;
* [[Light machine guns]]&lt;br /&gt;
* [[Heavy machine guns]]&lt;br /&gt;
* [[Sniper rifles]]&lt;br /&gt;
* [[Sub-machine guns]]&lt;br /&gt;
* [[Shotguns]]&lt;br /&gt;
* [[Pistols]]&lt;br /&gt;
* [[Hand-to-hand weapons]]&lt;br /&gt;
* [[Throwing weapons]]&lt;br /&gt;
* [[Trap devices]]&lt;br /&gt;
&lt;br /&gt;
=[[Armors]]=&lt;br /&gt;
&lt;br /&gt;
* [[Armor traits]]&lt;br /&gt;
* [[Armor tiers]]&lt;br /&gt;
* [[Rare armors]]&lt;/div&gt;</summary>
		<author><name>Lidae</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Sneak</id>
		<title>Sneak</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Sneak"/>
				<updated>2014-03-04T16:40:39Z</updated>
		
		<summary type="html">&lt;p&gt;Lidae: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:TobeCompleted]]&lt;br /&gt;
[[Category:Character]]&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
&lt;br /&gt;
''Quiet movement, and the ability to remain unnoticed. If successful, you will be much harder to locate. You cannot run and sneak at the same time.''&lt;br /&gt;
&lt;br /&gt;
Certain weapons are more suitable to use while sneaking. The skill provides bonuses with such weapons, and if you combine it with certain perks, you might be able to perform devastating criticals!&lt;br /&gt;
&lt;br /&gt;
You can only sneak while having a charged stealthboy in your inventory. When activating the stealth boy, you enter sneak mode, and the stealthboy consumes small energy cells over time. It can be recharged by using the engineering skill on it, or by putting it in your active slot and selecting the &amp;quot;recharge&amp;quot; option. You can see the remaining charges when the stealthboy is in your active slot, or by using the science skill on the stealthboy.&lt;br /&gt;
&lt;br /&gt;
You can't enter sneak mode while being watched by somebody from another faction.&lt;br /&gt;
&lt;br /&gt;
While sneaking, your perception is lowered by 3. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you are sneaking while in a squad, and if the squad leader has at least 175 leadership skill, he will see everything that you can see. The sneaker doesn't get any extra vision, however. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Detection Formula ==&lt;br /&gt;
&lt;br /&gt;
Detection Range = (Sight Range)*(1 - 0.2*{(Sneak - 50)/50 + Angle})&lt;br /&gt;
&lt;br /&gt;
Where Angle is given by:&amp;lt;br&amp;gt;&lt;br /&gt;
front: 0&amp;lt;br&amp;gt;&lt;br /&gt;
front sides: 1&amp;lt;br&amp;gt;&lt;br /&gt;
back sides: 2&amp;lt;br&amp;gt;&lt;br /&gt;
back: 3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Sight Range]] is given by Perception*4 + 31, and is further modified by certain perks and traits. For example the &amp;quot;scoped&amp;quot; weapon trait gives +8 sight range per rank. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wearing certain armours will modify your sneak skill for the above calculation: leather jacket, combat leather jacket and leather coat gives +25 skill, and everything else that isn't leather armor, leather armor mk 2 or fire leather armor (including bluesuit) gives -25 skill. &lt;br /&gt;
&lt;br /&gt;
With the item perks Ghost and Ghost II (unlocked with skill 150 and 175), you will get a +20 skill bonus if you are within 1 and 5 hexes from a wall, respectively. Furthermore, if the path between the sneaker and the observer is obscured by a scenery that blocks movement but not sight, the sneaker gets +10 to his skill. &lt;br /&gt;
&lt;br /&gt;
The minimum detection range (the range at which you will always detect somebody, regardless of his skill) is given by:&lt;br /&gt;
&lt;br /&gt;
Minimum detection range = 0.16 * (100 - angle * 20)&lt;br /&gt;
&lt;br /&gt;
where angle is again defined as above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The item perk &amp;quot;silent walking&amp;quot; (unlocked with 125 skill) reduces the minimum detection range by 3 in all directions, but only while standing still or walking. The item perk &amp;quot;backdoor&amp;quot; further reduces the minimum detection range by 3.&lt;br /&gt;
&lt;br /&gt;
== Desneaking ==&lt;br /&gt;
&lt;br /&gt;
Certain actions will desneak you: Running out of charges for the stealthboy, pressing the hotkey &amp;quot;1&amp;quot; to exit sneak mode, being shot, and attacking somebody with a weapon that doesn't have the weapon trait &amp;quot;silent attack&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
After you have been desneaked, you will be particularly vulnerable for 5 seconds. Any damage you take during that time will bypass parts of your armor, causing tremendous damage.&lt;br /&gt;
&lt;br /&gt;
Attacking somebody with a weapon that has the trait &amp;quot;silent attack&amp;quot; will not desneak you. Instead, it will only &amp;quot;reveal&amp;quot; you for a short amount of time. How long depends on the weapon itself and can be seen in the weapon description. While revealed, you count as if you weren't sneaking for the purposes of detection. Assuming you don't get desneaked in some other way, after the reveal time has passed, you will return to being properly sneaked.&lt;/div&gt;</summary>
		<author><name>Lidae</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Sneak</id>
		<title>Sneak</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Sneak"/>
				<updated>2014-03-04T16:35:14Z</updated>
		
		<summary type="html">&lt;p&gt;Lidae: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:TobeCompleted]]&lt;br /&gt;
[[Category:Character]]&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
&lt;br /&gt;
''Quiet movement, and the ability to remain unnoticed. If successful, you will be much harder to locate. You cannot run and sneak at the same time.''&lt;br /&gt;
&lt;br /&gt;
Certain weapons are more suitable to use while sneaking. The skill provides bonuses with such weapons, and if you combine it with certain perks, you might be able to perform devastating criticals!&lt;br /&gt;
&lt;br /&gt;
You can only sneak while having a charged stealthboy in your inventory. When activating the stealth boy, you enter sneak mode, and the stealthboy consumes small energy cells over time. It can be recharged by using the engineering skill on it, or by putting it in your active slot and selecting the &amp;quot;recharge&amp;quot; option. You can see the remaining charges when the stealthboy is in your active slot, or by using the science skill on the stealthboy.&lt;br /&gt;
&lt;br /&gt;
You can't enter sneak mode while being watched by somebody from another faction.&lt;br /&gt;
&lt;br /&gt;
While sneaking, your perception is lowered by 3. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you are sneaking while in a squad, and if the squad leader has at least 175 leadership skill, he will see everything that you can see. The sneaker doesn't get any extra vision, however. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Detection Formula ==&lt;br /&gt;
&lt;br /&gt;
Detection Range = (Sight Range)*(1 - 0.2*{(Sneak - 50)/50 + Angle})&lt;br /&gt;
&lt;br /&gt;
Where Angle is given by:&amp;lt;br&amp;gt;&lt;br /&gt;
front: 0&amp;lt;br&amp;gt;&lt;br /&gt;
front sides: 1&amp;lt;br&amp;gt;&lt;br /&gt;
back sides: 2&amp;lt;br&amp;gt;&lt;br /&gt;
back: 3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Sight Range]] is given by Perception*3 + 32, and is then modified by a number of perks, traits, item perks and item traits. For example the item trait &amp;quot;scoped&amp;quot; gives +3 sight range per rank. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wearing certain armours will modify your sneak skill for the above calculation: leather jacket, combat leather jacket and leather coat gives +25 skill, and everything else that isn't leather armor, leather armor mk 2 or fire leather armor (including bluesuit) gives -25 skill. &lt;br /&gt;
&lt;br /&gt;
With the item perks Ghost and Ghost II (unlocked with skill 150 and 175), you will get a +20 skill bonus if you are within 1 and 5 hexes from a wall, respectively. Furthermore, if the path between the sneaker and the observer is obscured by a scenery that blocks movement but not sight, the sneaker gets +10 to his skill. &lt;br /&gt;
&lt;br /&gt;
The minimum detection range (the range at which you will always detect somebody, regardless of his skill) is given by:&lt;br /&gt;
&lt;br /&gt;
Minimum detection range = 0.16 * (100 - angle * 20)&lt;br /&gt;
&lt;br /&gt;
where angle is again defined as above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The item perk &amp;quot;silent walking&amp;quot; (unlocked with 125 skill) reduces the minimum detection range by 3 in all directions, but only while standing still or walking. The item perk &amp;quot;backdoor&amp;quot; further reduces the minimum detection range by 3.&lt;br /&gt;
&lt;br /&gt;
== Desneaking ==&lt;br /&gt;
&lt;br /&gt;
Certain actions will desneak you: Running out of charges for the stealthboy, pressing the hotkey &amp;quot;1&amp;quot; to exit sneak mode, being shot, and attacking somebody with a weapon that doesn't have the weapon trait &amp;quot;silent attack&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
After you have been desneaked, you will be particularly vulnerable for 5 seconds. Any damage you take during that time will bypass parts of your armor, causing tremendous damage.&lt;br /&gt;
&lt;br /&gt;
Attacking somebody with a weapon that has the trait &amp;quot;silent attack&amp;quot; will not desneak you. Instead, it will only &amp;quot;reveal&amp;quot; you for a short amount of time. How long depends on the weapon itself and can be seen in the weapon description. While revealed, you count as if you weren't sneaking for the purposes of detection. Assuming you don't get desneaked in some other way, after the reveal time has passed, you will return to being properly sneaked.&lt;/div&gt;</summary>
		<author><name>Lidae</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Leadership</id>
		<title>Leadership</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Leadership"/>
				<updated>2014-03-04T14:01:42Z</updated>
		
		<summary type="html">&lt;p&gt;Lidae: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:TobeCompleted]]&lt;br /&gt;
[[Category:Character]]&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
&lt;br /&gt;
''The skill of leading other people in combat situations. A skilled leader will be more aware of the battle field, and can inspire others to perform better than they normally would.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The leadership skill allows a group of players to form a squad, which, depending on a number of factors, will provide different bonuses. A squad can be further divided into smaller fireteams within the squad. For each fireteam there must be a fireteam leader (FTL), and for the whole squad there must be one main Squad Leader (SL). &lt;br /&gt;
&lt;br /&gt;
== The Squad Structure ==&lt;br /&gt;
&lt;br /&gt;
Squads follow a tree-like structure. At the root is the Squad Leader, and each fireteam in the squad is a separate branch, starting with the Fireteam Leader, and all the soldiers within that fireteam being leafs on the FTL branch, so to speak. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;explanatory picture here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Forming a squad ===&lt;br /&gt;
&lt;br /&gt;
To be a FTL, you need at least 100 leadership skill and 2 soldiers that follow you. The FTL and the followers all need to have a radio in their inventory, tuned to the same channel and all set to both send and receive. &lt;br /&gt;
&lt;br /&gt;
To be an SL, you need at least 175 leadership skill and to have a FTL tag you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Benefits of forming a squad ==&lt;br /&gt;
&lt;br /&gt;
There are multiple benefits of forming squads. The most important one is the leadership boosts that are given by the FTL to the soldiers. Each FTL can provide a different combination of boosts. &lt;br /&gt;
&lt;br /&gt;
Apart from the leadership boosts, the FTLs can always see his soldiers, and the soldiers can always see the FTLs. The SL can see everybody in the squad, and the FTLs and soldiers can always see the SL. &lt;br /&gt;
&lt;br /&gt;
If there is a sneaker in the squad, the SL (if he has enough leadership skill) will see everything that the sneaker can see.&lt;br /&gt;
&lt;br /&gt;
=== The Leadership Boosts ===&lt;br /&gt;
&lt;br /&gt;
Each Fireteam Leader can activate up to three different memory modules at a time. The modules are activated using the cheapboy, but they have to be unlocked before they can be activated. Currently, memory modules can be found as random loot in the core. Using a module will unlock it so that it can be activated later. Once you have unlocked a module, you will never lose it.&lt;br /&gt;
&lt;br /&gt;
Each active memory module will provide a boost of some kind to the FTL and all his soldiers. The strength of the boost depend on four things:&lt;br /&gt;
&lt;br /&gt;
1. The &amp;quot;base boost&amp;quot; (BB) given by the module itself. This number can be viewed when examining the module in the cheapboy.&amp;lt;br&amp;gt;&lt;br /&gt;
2. The charisma of the FTL. &amp;lt;br&amp;gt;&lt;br /&gt;
3. The leadership skill of the FTL. &amp;lt;br&amp;gt;&lt;br /&gt;
4. The charisma of the player receiving the boost.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Potential Boost&amp;quot; (PB) is a number between 1 and 20, determining the relative potential strength of a boost. The higher the better. The PB depends on the charisma and leadership skill of the FTL. The &amp;quot;Actual Boost&amp;quot; (AB) is the final boost that is applied to a character. It depends on the Base Boost (BB), the Potential Boost (PB), and the charisma of the character that will receive the boost. &lt;br /&gt;
&lt;br /&gt;
The BB is a number inherent to the leadership module itself. You can view it by examining the module in the leadership module screen in the cheapboy. The PB and AB are given by the following formulas:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PB = Charisma + (Leadership - 100)/10&amp;lt;br&amp;gt;&lt;br /&gt;
AB = BB*PB*Charisma/10&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lidae</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Hit_Chance</id>
		<title>Hit Chance</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Hit_Chance"/>
				<updated>2014-02-28T14:01:03Z</updated>
		
		<summary type="html">&lt;p&gt;Lidae: Created page with &amp;quot;Hit Chance is the likelihood that you will successfully hit a target in combat. It depends on a number of things, including the weapon, the distance to the target, the skill o...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hit Chance is the likelihood that you will successfully hit a target in combat. It depends on a number of things, including the weapon, the distance to the target, the skill of the shooter, the armor class of the target and more. The final hit chance can never be more than 95%, or 90% if you have the Fast Shot trait.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Hand-to-Hand weapons always have a 95% (90% with fast shot) chance to hit, except if you are blinded or disoriented, in which case it's 50%.&lt;br /&gt;
&lt;br /&gt;
For ranged weapons there are two important thresholds for calculating the hit chance. The first one is related to the &amp;quot;effective range&amp;quot;, which is defined for each weapon as 2/3 of the maximum range of that weapon. So a weapon with a max range of 60, will have an effective range of 40. Shooting at a target inside the effective range will generally be easy and require little skill. Shooting at targets beyond the effective range will require a lot of skill, the farther you shoot, the more skill will be required.&lt;br /&gt;
&lt;br /&gt;
The second threshold is related to the skill. With 150 skill, you will be &amp;quot;proficient&amp;quot; with a weapon, meaning your hit chance is 95% at the effective range of the weapon (2/3 of max range). Each skill point above 150 will allow you to shoot an extra 0.4% of the effective range.   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Base Hit Chance ==&lt;br /&gt;
&lt;br /&gt;
Your base hit chance with a ranged weapon is given by your skill with that weapon. With 50 skill, you have 95 hit chance, and for each additional skill point up to 150, you get another 0.95 hit chance, so that with 150 skill, you have 190 hit chance. Every skill point above 150 gives 4 extra hit chance, so that with the ma&lt;br /&gt;
&lt;br /&gt;
For each skill point in a weapon skill, you will gain some Base Hit Chance. If your target is closer than 2/3 of the weapon's max range, you will get a further bonus to the base hit chance, otherwise you will get a penalty to the hit chance. &lt;br /&gt;
&lt;br /&gt;
Your final hit chance will then become the base hit chance, minus a number of situational penalties, that will be described below. &lt;br /&gt;
&lt;br /&gt;
=== Base Hit Chance Formula ===&lt;br /&gt;
&lt;br /&gt;
The formula for the base hit chance is given by:&lt;br /&gt;
&lt;br /&gt;
Skill below 150:&amp;lt;br&amp;gt;&lt;br /&gt;
baseHitChance = 0.95*(skill-50) + rangeModifier&lt;br /&gt;
&lt;br /&gt;
Skill above 150:&amp;lt;br&amp;gt;&lt;br /&gt;
baseHitChance = 95 + (skill-150)*4 + rangeModifier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The range modifier is given by:&lt;br /&gt;
&lt;br /&gt;
Distance to target less than effectiveRange:&amp;lt;br&amp;gt;&lt;br /&gt;
rangeModifier = 95*(effectiveRange - distanceToTarget)/effectiveRange&lt;br /&gt;
&lt;br /&gt;
Distance to target greater than effectiveRange:&amp;lt;br&amp;gt;&lt;br /&gt;
rangeModifier = 1000*(effectiveRange - distanceToTarget)/effectiveRange&lt;br /&gt;
&lt;br /&gt;
Where&lt;br /&gt;
&lt;br /&gt;
effectiveRange = 2*maxRange/3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Interpretation of the base hit chance ===&lt;br /&gt;
&lt;br /&gt;
With 50 skill, your hit chance is 95% at 0 distance.&lt;br /&gt;
With 150 skill, your hit chance is 95% at effective range (2/3 of max range).&lt;br /&gt;
For each skill point above 150 skill, you can shoot an additional 0.4% of the effective range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example: Weapon with 150 max range has an effective range of 100. With 150 skill, you can shoot at 100 range with 95% hit chance. With 160 skill, you can shoot at 104 range, with 95% hit chance. With 250 skill (which is max skill), you can shoot at 140 range with 95% hit chance. At 141 range, your hit chance is 85%, at 142 range, it's 75%, etc.. At 149 range, hit chance is 5%, with max skill. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Penalties to hit chance ==&lt;br /&gt;
&lt;br /&gt;
Your final hit chance against a target is based on the Base Hit Chance discussed above, but there are many potential penalties to this calculation. The penalties are also slightly different for burst and single shot weapons. &lt;br /&gt;
&lt;br /&gt;
=== Strength Penalties ===&lt;br /&gt;
&lt;br /&gt;
All weapons require a minimum strength to use properly. Not meeting this requirement will affect your final hit chance. Each strength point missing from the strength requirement of the weapon will cost 40 hit chance.&lt;br /&gt;
&lt;br /&gt;
For burst fire, strength is also required to handling the recoil properly. For this reason, having less than 10 strength gives an additional penalty of 10 to the final hit chance.&lt;br /&gt;
&lt;br /&gt;
The weapon handling perk gives +2 strength for the purposes of this check.&lt;br /&gt;
&lt;br /&gt;
So for example, if your strength is 4, shooting a weapon with a strength requirement of 6 will cost 80 hit chance if firing single shots, and 80+60=140 hit chance if firing bursts. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The strength penalty is reduced to 10 if your weapon skill is less than 150.&lt;br /&gt;
&lt;br /&gt;
=== Perception Penalties ===&lt;br /&gt;
&lt;br /&gt;
Having a low perception affects your hit chance with all ranged weapons. For each perception point below 5, you will have a penalty of 40 to your final hit chance, or 10 if your skill was less than 150. This affects both burst and single shot. The Sharpshooter perk gives +2 perception for this check.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Blinded and Disoriented ===&lt;br /&gt;
&lt;br /&gt;
Being blinded or disoriented affects your hit chance in a bad way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Knocked out targets ===&lt;br /&gt;
&lt;br /&gt;
If the target is knocked out, you get +50 hit chance. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Armor Class ===&lt;br /&gt;
&lt;br /&gt;
If you're shooting single shots, your final hit chance is affected by the armor class of the target, if it has any. A target only has armor class while running, and the amount is determined by agility, luck, armor, traits and perks. The amount is further modified by the ammunition used by the shooter, as well as possible weapon perks.&lt;br /&gt;
&lt;br /&gt;
The amount is given by the following formula:&lt;br /&gt;
&lt;br /&gt;
acPenalty = AC*(22 - Perception)/4&lt;br /&gt;
&lt;br /&gt;
Sharpshooter counts as +2 perception for this check. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Aimed Shots ===&lt;br /&gt;
&lt;br /&gt;
Only single shots can be aimed shots. Depending on which body part you aim for, you will get a penalty to the final hit chance. Note that eye shots will be automatically changed to head shots if you are shooting a target from behind. &lt;br /&gt;
&lt;br /&gt;
The cost to hit chance is given by:&lt;br /&gt;
&lt;br /&gt;
aimPenalty = aim*(15-Perception)&lt;br /&gt;
&lt;br /&gt;
where aim is a number depending on where you aimed:&lt;br /&gt;
&lt;br /&gt;
Eyes: aim = 20&amp;lt;br&amp;gt;&lt;br /&gt;
Head: aim = 13&amp;lt;br&amp;gt;&lt;br /&gt;
Groin / Arms: aim = 10&amp;lt;br&amp;gt;&lt;br /&gt;
Legs: 7&amp;lt;br&amp;gt;&lt;br /&gt;
Torso / unaimed = 0&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sharpshooter counts as +2 perception for this check.&lt;/div&gt;</summary>
		<author><name>Lidae</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Main_Page</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Main_Page"/>
				<updated>2014-02-28T11:59:58Z</updated>
		
		<summary type="html">&lt;p&gt;Lidae: /*  Player Character */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Aoplogo.png | center]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&lt;br /&gt;
'''You don't need to create an account on this Wiki if you are already registered on our forums, just login with your forums ID &amp;amp; password.'''&amp;lt;/big&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Page that need to be created:'' [[ToDoList]] ''outdated''&lt;br /&gt;
&lt;br /&gt;
''Page that need to be completed:'' [[TobeCompleted]] ''outdated''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Welcome to the [[FOnline: Ashes of Phoenix]] wiki.&lt;br /&gt;
AoP is a massively multiplayer game based on FOnline Engine. Need more info about the game ? You are in the right place.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=[[Character | Player Character]]=&lt;br /&gt;
&lt;br /&gt;
Main concepts :&lt;br /&gt;
* [[S.P.E.C.I.A.L.]]&lt;br /&gt;
* [[Skills]]&lt;br /&gt;
* [[Perks]]&lt;br /&gt;
* [[Hit Points]]&lt;br /&gt;
* [[Hit Chance]]&lt;br /&gt;
* [[Level cap]]&lt;br /&gt;
* [[Derived stats]]&lt;br /&gt;
&lt;br /&gt;
=[[Gameplay]]=&lt;br /&gt;
&lt;br /&gt;
* [[Shortcuts]]&lt;br /&gt;
* [[interface]]&lt;br /&gt;
* [[Cheapboy]]&lt;br /&gt;
* [[Factions]]&lt;br /&gt;
* [[Factions headquarters]]&lt;br /&gt;
* [[random assignments]]&lt;br /&gt;
* [[merchants]]&lt;br /&gt;
* [[Dungeons]]&lt;br /&gt;
&lt;br /&gt;
=[[The Core]]=&lt;br /&gt;
&lt;br /&gt;
* [[Zone Control]]&lt;br /&gt;
* [[Scavenging the core]]&lt;br /&gt;
* [[The automap]]&lt;br /&gt;
&lt;br /&gt;
=[[Items]]=&lt;br /&gt;
&lt;br /&gt;
[[Crafting|Crafting system]]&lt;br /&gt;
&lt;br /&gt;
=[[Weapons]]=&lt;br /&gt;
&lt;br /&gt;
* [[Small Guns]]&lt;br /&gt;
* [[Big Guns]]&lt;br /&gt;
* [[Energy Weapons]]&lt;br /&gt;
* [[Hand-to-Hand Combat]]&lt;br /&gt;
&lt;br /&gt;
=[[Armors]]=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Wip.png | center]]&lt;/div&gt;</summary>
		<author><name>Lidae</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Hit_Points</id>
		<title>Hit Points</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Hit_Points"/>
				<updated>2014-02-28T11:56:05Z</updated>
		
		<summary type="html">&lt;p&gt;Lidae: /* Maximum Hit Points */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:TobeCompleted]]&lt;br /&gt;
[[Category:Character]]&lt;br /&gt;
[[Category:Primary Stats]]&lt;br /&gt;
&lt;br /&gt;
'''Hit Points''' (or '''HP''') define the amount of damage your character can take before dying.&lt;br /&gt;
&lt;br /&gt;
When your hit points reach 0 or below, you fall on the ground knocked down, which means you can only whisper. While knocked down you are unable to do anything. When your HP goes to -100 you will die. Your HP will regenerate every 15 seconds, allowing your character to stand back up when it reaches 1 or above. &lt;br /&gt;
&lt;br /&gt;
== Hit Points regeneration ==&lt;br /&gt;
You can get back your hit points in the following ways:&lt;br /&gt;
* Hit points regenerate every 15 seconds by an amount determined by your [[Healing Rate]].&lt;br /&gt;
* Using a [[Stimpak]], [[Healing Powder]] or [[Super Stimpak]] will regenerate hit points - take care about the drugs inconveniences first, though.&lt;br /&gt;
* Using the [[First Aid]] skill will heal an amount of hit points determined by your skill and whether or not you are in combat. First Aid is typically more effective to use on your friends, than it is on yourself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Maximum Hit Points ==&lt;br /&gt;
The formula for the base Maximum Hit Points is given by:&lt;br /&gt;
&lt;br /&gt;
136 + (21-[[Strength|S]])*S/2 + (21-[[Endurance|E]])*E/2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additionally, you will be awarded more hit points when you go up a [[Levels|Level]]. The formula for hit points per level is given by:&lt;br /&gt;
&lt;br /&gt;
1 + [[Endurance|E]]/4&lt;br /&gt;
&lt;br /&gt;
This number is rounded down on level up, but any remaining fraction will be remembered for the next level up. So if your endurance is 1, you get 1 HP for the first 3 levels, and then 2 HP for the fourth level. &lt;br /&gt;
&lt;br /&gt;
After you reached level 24, you will no longer get any HP bonus from Endurance when you level up. You just get one hit point per level, and that's it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The [[Perks|Perk]] [[Lifegiver]] grants you a one time bonus of +20 Hit Points. It can only be taken once.&lt;br /&gt;
&lt;br /&gt;
Chart showing HP levels '''at level 24''', for a given Endurance and Strength. Any additional levels above 24 gives +1HP.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!En\St&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
!5&lt;br /&gt;
!6&lt;br /&gt;
!7&lt;br /&gt;
!8&lt;br /&gt;
!9&lt;br /&gt;
!10&lt;br /&gt;
|-&lt;br /&gt;
| '''1'''&lt;br /&gt;
| 186&lt;br /&gt;
| 195&lt;br /&gt;
| 203&lt;br /&gt;
| 210&lt;br /&gt;
| 216&lt;br /&gt;
| 221&lt;br /&gt;
| 225&lt;br /&gt;
| 228&lt;br /&gt;
| 230&lt;br /&gt;
| 231&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| '''2'''&lt;br /&gt;
| 201&lt;br /&gt;
| 210&lt;br /&gt;
| 218&lt;br /&gt;
| 225&lt;br /&gt;
| 231&lt;br /&gt;
| 236&lt;br /&gt;
| 240&lt;br /&gt;
| 243&lt;br /&gt;
| 245&lt;br /&gt;
| 246&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| '''3'''&lt;br /&gt;
| 215&lt;br /&gt;
| 224&lt;br /&gt;
| 232&lt;br /&gt;
| 239&lt;br /&gt;
| 245&lt;br /&gt;
| 250&lt;br /&gt;
| 254&lt;br /&gt;
| 257&lt;br /&gt;
| 259&lt;br /&gt;
| 260&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| '''4'''&lt;br /&gt;
| 228&lt;br /&gt;
| 237&lt;br /&gt;
| 245&lt;br /&gt;
| 252&lt;br /&gt;
| 258&lt;br /&gt;
| 263&lt;br /&gt;
| 267&lt;br /&gt;
| 270&lt;br /&gt;
| 272&lt;br /&gt;
| 273&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| '''5'''&lt;br /&gt;
| 240&lt;br /&gt;
| 249&lt;br /&gt;
| 257&lt;br /&gt;
| 264&lt;br /&gt;
| 270&lt;br /&gt;
| 275&lt;br /&gt;
| 279&lt;br /&gt;
| 282&lt;br /&gt;
| 284&lt;br /&gt;
| 285&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| '''6'''&lt;br /&gt;
| 251&lt;br /&gt;
| 260&lt;br /&gt;
| 268&lt;br /&gt;
| 275&lt;br /&gt;
| 281&lt;br /&gt;
| 286&lt;br /&gt;
| 290&lt;br /&gt;
| 293&lt;br /&gt;
| 295&lt;br /&gt;
| 296&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| '''7'''&lt;br /&gt;
| 261&lt;br /&gt;
| 270&lt;br /&gt;
| 278&lt;br /&gt;
| 285&lt;br /&gt;
| 291&lt;br /&gt;
| 296&lt;br /&gt;
| 300&lt;br /&gt;
| 303&lt;br /&gt;
| 305&lt;br /&gt;
| 306&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| '''8'''&lt;br /&gt;
| 270&lt;br /&gt;
| 279&lt;br /&gt;
| 287&lt;br /&gt;
| 294&lt;br /&gt;
| 300&lt;br /&gt;
| 305&lt;br /&gt;
| 309&lt;br /&gt;
| 312&lt;br /&gt;
| 314&lt;br /&gt;
| 315&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| '''9'''&lt;br /&gt;
| 278&lt;br /&gt;
| 287&lt;br /&gt;
| 295&lt;br /&gt;
| 302&lt;br /&gt;
| 308&lt;br /&gt;
| 313&lt;br /&gt;
| 317&lt;br /&gt;
| 320&lt;br /&gt;
| 322&lt;br /&gt;
| 323&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| '''10'''&lt;br /&gt;
| 285&lt;br /&gt;
| 294&lt;br /&gt;
| 302&lt;br /&gt;
| 309&lt;br /&gt;
| 315&lt;br /&gt;
| 320&lt;br /&gt;
| 324&lt;br /&gt;
| 327&lt;br /&gt;
| 329&lt;br /&gt;
| 330&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Lidae</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Skills</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Skills"/>
				<updated>2014-02-02T01:58:37Z</updated>
		
		<summary type="html">&lt;p&gt;Lidae: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are 14 skills in Ashes of Phoenix, divided into 3 categories: Primary skills, Secondary skills and PvE skills. At character creation, a player must [[Tag skills|tag]] exactly one primary skill and two secondary skills. Primary skills are weapon skills, secondary skills have other uses that are important for PvP. The PvE skills, as the name suggests, are mostly important for PvE activities, such as crafting and doing quests. &lt;br /&gt;
&lt;br /&gt;
To improve your skills, you use skill points, which are earned on level up. How many skill points you get each level depend on your [[Intelligence]] stat. The [[Finesse]] Trait gives an additional 5 skill points per level (at the cost of getting a [[Perks|perk]] only every 4 levels instead of every 3). &lt;br /&gt;
&lt;br /&gt;
Only Primary and Secondary skills can be improved with skill points. The PvE skills have a chance to improve each time you use them: when you trade something, you might improve your [[Persuasion]] skill, and when you repair something, your [[Engineering]] or [[Science]] skills might improve. Thus, how effective you are as in PvE is separated from your PvP abilities in general.&lt;br /&gt;
&lt;br /&gt;
Your tagged skills can only be improved while your level is 24 or less. After that, you will keep earning skill points as normal, but they can only be used to improve non-tagged skills, and the non-tagged skills can only be improved up to the level of the lowest of the tagged skill in that category. So for example, if at level 25 your tagged primary skill is at 225%, the other primary skills can only be increased up to 225%, but not beyond it. If your secondary tagged skills are at 175% and 150%, all the other secondary skills can only be increased up to 150%, but not beyond that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Primary Skills ==&lt;br /&gt;
&lt;br /&gt;
The primary skills are:&lt;br /&gt;
&lt;br /&gt;
*[[Small Guns]]&lt;br /&gt;
*[[Big Guns]]&lt;br /&gt;
*[[Energy Weapons]]&lt;br /&gt;
*[[Hand-to-Hand Combat]]&lt;br /&gt;
&lt;br /&gt;
Primary skills are capped at 250%. For ranged weapons, the skill (among other things) determine your [[Hit Chance]] - how likely you are to hit a target in combat. The better your skill, the farther you can shoot and still be accurate. In general, a skill of 150% is enough to use a weapon properly. Above that, the accuracy climbs only very slowly. The difference between 250% skill and 150% translates to roughly 40% additional range.&lt;br /&gt;
&lt;br /&gt;
Aside from better hit chance, a high skill will unlock different [[Perks#Weapon and Item perks|weapon perks]] for different weapons. These unlock at skill levels 150, 175, 200, 225 and 250. So with a maxed out Small Guns skill, wielding any small gun will give you 5 extra perks that are specific to that weapon.&lt;br /&gt;
&lt;br /&gt;
== Secondary Skills ==&lt;br /&gt;
&lt;br /&gt;
The secondary skills are:&lt;br /&gt;
&lt;br /&gt;
*[[Throwing]] &lt;br /&gt;
*[[Traps]]&lt;br /&gt;
*[[First Aid]]&lt;br /&gt;
*[[Doctor]]&lt;br /&gt;
*[[Sneak]]&lt;br /&gt;
*[[Leadership]]&lt;br /&gt;
&lt;br /&gt;
Secondary skills cap at 200%. Similarly to the primary skills, certain skill related items unlock [[Perks#Weapon and Item perks|perks]] as your skill increases. There are also other advantages with increasing the secondary skills, but these are specific to each skill. A higher traps skill for example means that any traps you rig will be more devastating and harder to detect, while a higher leadership skill will make the leadership boosts stronger for the whole team if you are the squad or fire team leader. &lt;br /&gt;
&lt;br /&gt;
== PvE Skills ==&lt;br /&gt;
&lt;br /&gt;
The PvE skills are:&lt;br /&gt;
&lt;br /&gt;
*[[Persuasion]]&lt;br /&gt;
*[[Outdoorsman]]&lt;br /&gt;
*[[Science]]&lt;br /&gt;
*[[Engineering]]&lt;br /&gt;
&lt;br /&gt;
PvE skills are, like the secondary skills, capped at 200%. They can't be increased using skill points from levelling up: instead you improve your skills by actively using them in the game.&lt;/div&gt;</summary>
		<author><name>Lidae</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Leadership</id>
		<title>Leadership</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Leadership"/>
				<updated>2014-02-02T01:57:33Z</updated>
		
		<summary type="html">&lt;p&gt;Lidae: Created page with &amp;quot;''The skill of leading other people in combat situations. A skilled leader will be more aware of the battle field, and can inspire others to perform better than they normally ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''The skill of leading other people in combat situations. A skilled leader will be more aware of the battle field, and can inspire others to perform better than they normally would.''&lt;/div&gt;</summary>
		<author><name>Lidae</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Sneak</id>
		<title>Sneak</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Sneak"/>
				<updated>2014-02-02T01:54:48Z</updated>
		
		<summary type="html">&lt;p&gt;Lidae: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Quiet movement, and the ability to remain unnoticed. If successful, you will be much harder to locate. You cannot run and sneak at the same time.''&lt;br /&gt;
&lt;br /&gt;
Certain weapons are more suitable to use while sneaking. The skill provides bonuses with such weapons, and if you combine it with certain perks, you might be able to perform devastating criticals!&lt;/div&gt;</summary>
		<author><name>Lidae</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Sneak</id>
		<title>Sneak</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Sneak"/>
				<updated>2014-02-02T01:52:55Z</updated>
		
		<summary type="html">&lt;p&gt;Lidae: Created page with &amp;quot;''Quiet movement, and the ability to remain unnoticed. If successful, you will be much harder to locate. You cannot run and sneak at the same time.''&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Quiet movement, and the ability to remain unnoticed. If successful, you will be much harder to locate. You cannot run and sneak at the same time.''&lt;/div&gt;</summary>
		<author><name>Lidae</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Doctor</id>
		<title>Doctor</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Doctor"/>
				<updated>2014-02-02T01:52:28Z</updated>
		
		<summary type="html">&lt;p&gt;Lidae: Created page with &amp;quot;''The healing of major wounds and crippled limbs.  Without this skill, it will take a much longer period of time to restore crippled limbs to use.''&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''The healing of major wounds and crippled limbs.  Without this skill, it will take a much longer period of time to restore crippled limbs to use.''&lt;/div&gt;</summary>
		<author><name>Lidae</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=First_Aid</id>
		<title>First Aid</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=First_Aid"/>
				<updated>2014-02-02T01:52:10Z</updated>
		
		<summary type="html">&lt;p&gt;Lidae: Created page with &amp;quot;''General healing skill.  Used to heal small cuts, abrasions and other minor ills.  In game terms, the use of first aid can heal more hit points over time than just rest.''&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''General healing skill.  Used to heal small cuts, abrasions and other minor ills.  In game terms, the use of first aid can heal more hit points over time than just rest.''&lt;/div&gt;</summary>
		<author><name>Lidae</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Hand-to-Hand_Combat</id>
		<title>Hand-to-Hand Combat</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Hand-to-Hand_Combat"/>
				<updated>2014-02-02T01:51:15Z</updated>
		
		<summary type="html">&lt;p&gt;Lidae: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''A combination of martial arts, boxing and other hand-to-hand martial arts. Includes the usage of non-ranged melee weapons such as knives, sledgehammers, spears, clubs and so on.''&lt;br /&gt;
&lt;br /&gt;
Hand-to-Hand Combat affects your proficiency in melee combat. Weapons include brass knuckles, knives, spears, clubs and sledge hammers. They compensate for the lack of range by being extremely powerful, often causing additional effects such as knockdown or knockback.&lt;/div&gt;</summary>
		<author><name>Lidae</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Energy_Weapons</id>
		<title>Energy Weapons</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Energy_Weapons"/>
				<updated>2014-02-02T01:50:48Z</updated>
		
		<summary type="html">&lt;p&gt;Lidae: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''The care and feeding of energy-based weapons.  How to arm and operate weapons that use laser or plasma technology.''&lt;br /&gt;
&lt;br /&gt;
Energy Weapons include a variety of pistols, SMGs and rifles. They typically deal laser, plasma or electric damage, rather than normal damage that most small and big guns use.&lt;/div&gt;</summary>
		<author><name>Lidae</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Big_Guns</id>
		<title>Big Guns</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Big_Guns"/>
				<updated>2014-02-02T01:50:28Z</updated>
		
		<summary type="html">&lt;p&gt;Lidae: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''The operation and maintenance of really big guns - miniguns, rocket launchers, flamethrowers and such.''&lt;br /&gt;
&lt;br /&gt;
Big Guns include weapons such as Medium and Heavy Machine Guns, Miniguns, Flamers, Launchers and Anti Materiel Rifles.&lt;/div&gt;</summary>
		<author><name>Lidae</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Small_Guns</id>
		<title>Small Guns</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Small_Guns"/>
				<updated>2014-02-02T01:50:03Z</updated>
		
		<summary type="html">&lt;p&gt;Lidae: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''The use, care and general knowledge of small firearms - pistols, SMGs and rifles.''&lt;br /&gt;
&lt;br /&gt;
Arguably the most diverse of the weapon skills, the Small Guns skill includes weapons such as Pistols, Sub-machine guns, Shotguns, Assault Rifles, Sniper Rifles and Light Machine Guns.&lt;/div&gt;</summary>
		<author><name>Lidae</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Traps</id>
		<title>Traps</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Traps"/>
				<updated>2014-02-02T01:49:32Z</updated>
		
		<summary type="html">&lt;p&gt;Lidae: Created page with &amp;quot;''The skill of finding, removing and planting various types of traps.''&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''The skill of finding, removing and planting various types of traps.''&lt;/div&gt;</summary>
		<author><name>Lidae</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Throwing</id>
		<title>Throwing</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Throwing"/>
				<updated>2014-02-02T01:47:59Z</updated>
		
		<summary type="html">&lt;p&gt;Lidae: Created page with &amp;quot;Throwing affects your proficiency with any thrown weapon, typically spears and grenades. It is similar to the primary weapon skills in that raising the skill mostly affects yo...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Throwing affects your proficiency with any thrown weapon, typically spears and grenades. It is similar to the primary weapon skills in that raising the skill mostly affects your hit chance (effective range) and unlocks weapon perks that are specific to each weapon.&lt;/div&gt;</summary>
		<author><name>Lidae</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Hand-to-Hand_Combat</id>
		<title>Hand-to-Hand Combat</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Hand-to-Hand_Combat"/>
				<updated>2014-02-02T01:42:32Z</updated>
		
		<summary type="html">&lt;p&gt;Lidae: Created page with &amp;quot;Hand-to-Hand Combat affects your proficiency in melee combat. Weapons include brass knuckles, knives, spears, clubs and sledge hammers. They compensate for the lack of range b...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hand-to-Hand Combat affects your proficiency in melee combat. Weapons include brass knuckles, knives, spears, clubs and sledge hammers. They compensate for the lack of range by being extremely powerful, often causing additional effects such as knockdown or knockback.&lt;/div&gt;</summary>
		<author><name>Lidae</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Energy_Weapons</id>
		<title>Energy Weapons</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Energy_Weapons"/>
				<updated>2014-02-02T01:39:40Z</updated>
		
		<summary type="html">&lt;p&gt;Lidae: Created page with &amp;quot;Energy Weapons include a variety of pistols, SMGs and rifles. They typically deal laser, plasma or electric damage, rather than normal damage that most small and big guns use.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Energy Weapons include a variety of pistols, SMGs and rifles. They typically deal laser, plasma or electric damage, rather than normal damage that most small and big guns use.&lt;/div&gt;</summary>
		<author><name>Lidae</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Big_Guns</id>
		<title>Big Guns</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Big_Guns"/>
				<updated>2014-02-02T01:34:35Z</updated>
		
		<summary type="html">&lt;p&gt;Lidae: Created page with &amp;quot;Big Guns include weapons such as Medium and Heavy Machine Guns, Miniguns, Flamers, Launchers and Anti Materiel Rifles.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Big Guns include weapons such as Medium and Heavy Machine Guns, Miniguns, Flamers, Launchers and Anti Materiel Rifles.&lt;/div&gt;</summary>
		<author><name>Lidae</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Small_Guns</id>
		<title>Small Guns</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Small_Guns"/>
				<updated>2014-02-02T01:33:11Z</updated>
		
		<summary type="html">&lt;p&gt;Lidae: Created page with &amp;quot;Arguably the most diverse of the weapon skills, the Small Guns skill includes weapons such as Pistols, Sub-machine guns, Shotguns, Assault Rifles, Sniper Rifles and Light Mach...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Arguably the most diverse of the weapon skills, the Small Guns skill includes weapons such as Pistols, Sub-machine guns, Shotguns, Assault Rifles, Sniper Rifles and Light Machine Guns.&lt;/div&gt;</summary>
		<author><name>Lidae</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Skills</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Skills"/>
				<updated>2014-02-02T01:28:29Z</updated>
		
		<summary type="html">&lt;p&gt;Lidae: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are 14 skills in Ashes of Phoenix, divided into 3 categories: Primary skills, Secondary skills and PvE skills. At character creation, a player must [[Tag skills|tag]] exactly one primary skill and two secondary skills. Primary skills are weapon skills, secondary skills have other uses that are important for PvP. The PvE skills, as the name suggests, are mostly important for PvE activities, such as crafting and doing quests. &lt;br /&gt;
&lt;br /&gt;
To improve your skills, you use skill points, which are earned on level up. How many skill points you get each level depend on your [[Intelligence]] stat. The [[Finesse]] Trait gives an additional 5 skill points per level (at the cost of getting a [[Perk]] only every 4 levels instead of every 3). &lt;br /&gt;
&lt;br /&gt;
Only Primary and Secondary skills can be improved with skill points. The PvE skills have a chance to improve each time you use them: when you trade something, you might improve your [[Persuasion]] skill, and when you repair something, your [[Engineering]] or [[Science]] skills might improve. Thus, how effective you are as in PvE is separated from your PvP abilities in general.&lt;br /&gt;
&lt;br /&gt;
Your tagged skills can only be improved while your level is 24 or less. After that, you will keep earning skill points as normal, but they can only be used to improve non-tagged skills, and the non-tagged skills can only be improved up to the level of the lowest of the tagged skill in that category. So for example, if at level 25 your tagged primary skill is at 225%, the other primary skills can only be increased up to 225%, but not beyond it. If your secondary tagged skills are at 175% and 150%, all the other secondary skills can only be increased up to 150%, but not beyond that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Primary Skills ==&lt;br /&gt;
&lt;br /&gt;
The primary skills are:&lt;br /&gt;
&lt;br /&gt;
*[[Small Guns]]&lt;br /&gt;
*[[Big Guns]]&lt;br /&gt;
*[[Energy Weapons]]&lt;br /&gt;
*[[Hand-to-Hand Combat]]&lt;br /&gt;
&lt;br /&gt;
Primary skills are capped at 250%. For ranged weapons, the skill (among other things) determine your [[Hit Chance]] - how likely you are to hit a target in combat. The better your skill, the farther you can shoot and still be accurate. In general, a skill of 150% is enough to use a weapon properly. Above that, the accuracy climbs only very slowly. The difference between 250% skill and 150% translates to roughly 40% additional range.&lt;br /&gt;
&lt;br /&gt;
Aside from better hit chance, a high skill will unlock different [[Perks#Weapon and Item perks|weapon perks]] for different weapons. These unlock at skill levels 150, 175, 200, 225 and 250. So with a maxed out Small Guns skill, wielding any small gun will give you 5 extra perks that are specific to that weapon.&lt;br /&gt;
&lt;br /&gt;
== Secondary Skills ==&lt;br /&gt;
&lt;br /&gt;
The secondary skills are:&lt;br /&gt;
&lt;br /&gt;
*[[Throwing]] &lt;br /&gt;
*[[Traps]]&lt;br /&gt;
*[[First Aid]]&lt;br /&gt;
*[[Doctor]]&lt;br /&gt;
*[[Sneak]]&lt;br /&gt;
*[[Leadership]]&lt;br /&gt;
&lt;br /&gt;
Secondary skills cap at 200%. Similarly to the primary skills, certain skill related items unlock [[Perks#Weapon and Item perks|perks]] as your skill increases. There are also other advantages with increasing the secondary skills, but these are specific to each skill. A higher traps skill for example means that any traps you rig will be more devastating and harder to detect, while a higher leadership skill will make the leadership boosts stronger for the whole team if you are the squad or fire team leader. &lt;br /&gt;
&lt;br /&gt;
== PvE Skills ==&lt;br /&gt;
&lt;br /&gt;
The PvE skills are:&lt;br /&gt;
&lt;br /&gt;
*[[Persuasion]]&lt;br /&gt;
*[[Outdoorsman]]&lt;br /&gt;
*[[Science]]&lt;br /&gt;
*[[Engineering]]&lt;br /&gt;
&lt;br /&gt;
PvE skills are, like the secondary skills, capped at 200%. They can't be increased using skill points from levelling up: instead you improve your skills by actively using them in the game.&lt;/div&gt;</summary>
		<author><name>Lidae</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Skills</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Skills"/>
				<updated>2014-02-02T01:25:52Z</updated>
		
		<summary type="html">&lt;p&gt;Lidae: Created page with &amp;quot;There are 14 skills in Ashes of Phoenix, divided into 3 categories: Primary skills, Secondary skills and PvE skills. At character creation, a player must tag ex...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are 14 skills in Ashes of Phoenix, divided into 3 categories: Primary skills, Secondary skills and PvE skills. At character creation, a player must [[Tag skills|tag]] exactly one primary skill and two secondary skills. Primary skills are weapon skills, secondary skills have other uses that are important for PvP. The PvE skills, as the name suggests, are mostly important for PvE activities, such as crafting and doing quests. &lt;br /&gt;
&lt;br /&gt;
To improve your skills, you use skill points, which are earned on level up. How many skill points you get each level depend on your [[Intelligence]] stat. The [[Finesse]] Trait gives an additional 5 skill points per level (at the cost of getting a [[Perk]] only every 4 levels instead of every 3). &lt;br /&gt;
&lt;br /&gt;
Only Primary and Secondary skills can be improved with skill points. The PvE skills have a chance to improve each time you use them: when you trade something, you might improve your [[Persuasion]] skill, and when you repair something, your [[Engineering]] or [[Science]] skills might improve. Thus, how effective you are as in PvE is separated from your PvP abilities in general.&lt;br /&gt;
&lt;br /&gt;
Your tagged skills can only be improved while your level is 24 or less. After that, you will keep earning skill points as normal, but they can only be used to improve non-tagged skills, and the non-tagged skills can only be improved up to the level of the lowest of the tagged skill in that category. So for example, if at level 25 your tagged primary skill is at 225%, the other primary skills can only be increased up to 225%, but not beyond it. If your secondary tagged skills are at 175% and 150%, all the other secondary tagged skills can only be increased up to 150%, but not beyond that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Primary Skills ==&lt;br /&gt;
&lt;br /&gt;
The primary skills are:&lt;br /&gt;
&lt;br /&gt;
*[[Small Guns]]&lt;br /&gt;
*[[Big Guns]]&lt;br /&gt;
*[[Energy Weapons]]&lt;br /&gt;
*[[Hand-to-Hand Combat]]&lt;br /&gt;
&lt;br /&gt;
Primary skills are capped at 250%. For ranged weapons, the skill (among other things) determine your [[Hit Chance]] - how likely you are to hit a target in combat. The better your skill, the farther you can shoot and still be accurate. In general, a skill of 150% is enough to use a weapon properly. Above that, the accuracy climbs only very slowly. The difference between 250% skill and 150% translates to roughly 40% additional range.&lt;br /&gt;
&lt;br /&gt;
Aside from better hit chance, a high skill will unlock different [[Perks#Weapon and Item perks|weapon perks]] for different weapons. These unlock at skill levels 150, 175, 200, 225 and 250. So with a maxed out Small Guns skill, wielding any small gun will give you 5 extra perks that are specific to that weapon.&lt;br /&gt;
&lt;br /&gt;
== Secondary Skills ==&lt;br /&gt;
&lt;br /&gt;
The secondary skills are:&lt;br /&gt;
&lt;br /&gt;
*[[Throwing]] &lt;br /&gt;
*[[Traps]]&lt;br /&gt;
*[[First Aid]]&lt;br /&gt;
*[[Doctor]]&lt;br /&gt;
*[[Sneak]]&lt;br /&gt;
*[[Leadership]]&lt;br /&gt;
&lt;br /&gt;
Secondary skills cap at 200%. Similarly to the primary skills, certain skill related items unlock [[Perks#Weapon and Item perks|perks]] as your skill increases. There are also other advantages with increasing the secondary skills, but these are specific to each skill. A higher traps skill for example means that any traps you rig will be more devastating and harder to detect, while a higher leadership skill will make the leadership boosts stronger for the whole team if you are the squad or fire team leader. &lt;br /&gt;
&lt;br /&gt;
== PvE Skills ==&lt;br /&gt;
&lt;br /&gt;
The PvE skills are:&lt;br /&gt;
&lt;br /&gt;
*[[Persuasion]]&lt;br /&gt;
*[[Outdoorsman]]&lt;br /&gt;
*[[Science]]&lt;br /&gt;
*[[Engineering]]&lt;br /&gt;
&lt;br /&gt;
PvE skills are, like the secondary skills, capped at 200%. They can't be increased using skill points from levelling up: instead you improve your skills by actively using them in the game.&lt;/div&gt;</summary>
		<author><name>Lidae</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Critical_Hit</id>
		<title>Critical Hit</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Critical_Hit"/>
				<updated>2014-02-02T00:56:02Z</updated>
		
		<summary type="html">&lt;p&gt;Lidae: /* Base Critical Chance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A critical hit generally has the chance to cause special effects such as [[Knockout]], [[Disorient]], [[Cripple|Crippled limbs]] and so on. They might also cause more damage. The type of effects cause by a hit depends on the type of critter, the strength of the critical strike, and the location of the hit.&lt;br /&gt;
&lt;br /&gt;
Bursts, explosives and flamers are unable to cause critical hits. They might still cause special effects, however, but these are treated separately from the criticals.&lt;br /&gt;
&lt;br /&gt;
== Critical Chance ==&lt;br /&gt;
&lt;br /&gt;
The likelihood that a normal shot is upgraded to a critical strike depends on several factors: The '''Base Critical Chance''' (BCC) of the attacker, the '''Aimed Critical Chance''' (ACC) if the shot was aimed, and the '''Critical Resistance''' (CR) of the target.&lt;br /&gt;
&lt;br /&gt;
=== Base Critical Chance ===&lt;br /&gt;
The Base Critical Chance is determined by the attacker's Luck, Intelligence and some [[Perks#Weapon and Item perks|Weapon Perks]]. It's given by the following formula:&lt;br /&gt;
&lt;br /&gt;
BCC = [[Luck|L]] + 4*[[Intelligence|I]]&lt;br /&gt;
&lt;br /&gt;
The [[Perks|Perk]] [[Living Anatomy]] gives an additional +1 to your BCC. Each rank of the Weapon Perk [[More Criticals]] gives +2 to BCC.&lt;br /&gt;
&lt;br /&gt;
=== Aimed Critical Chance ===&lt;br /&gt;
The Aimed Critical Chance applies only if you are using aimed shots (eyes, head, arms, groin or legs). The bonus again depends on the attackers Luck. However, the ACC bonus is the same regardless of which body part you're aiming for.&lt;br /&gt;
&lt;br /&gt;
ACC = (21-L)*L/2 + 20&lt;br /&gt;
&lt;br /&gt;
=== Critical Resistance ===&lt;br /&gt;
The Critical Resistance depends on the target's Luck. The perk [[Man of Steel]] gives +2 bonus to Luck for this calculation. For Luck of 9 and below, the following formula applies:&lt;br /&gt;
&lt;br /&gt;
CR = (21-L)*L/2 - 10&lt;br /&gt;
&lt;br /&gt;
And for every point of luck above 9, +2 is added to CR.&lt;br /&gt;
&lt;br /&gt;
''Example'': 9 Luck + Man of Steel perk gives 44+2*2 = 48 CR.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Probability of scoring a Critical Hit ===&lt;br /&gt;
The final probability of upgrading a hit to a critical hit is now given by the following:&lt;br /&gt;
&lt;br /&gt;
CC = (BCC+ACC)*(100-CR)/100&lt;br /&gt;
&lt;br /&gt;
(CC is measured in percent, so CC=50 means there's a 50% chance that a hit is upgraded to critical)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Critical Strength ==&lt;br /&gt;
&lt;br /&gt;
Once a hit is upgraded to critical, it's ''critical strength'' is determined. The strength is a number between 1 and 6, where 1 is weakest and 6 is strongest. The probability for a given strength level is determined by the Luck of the attacker, according to this table:&lt;br /&gt;
&lt;br /&gt;
'''Probability for crit strength categories (per cent)'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Luck\Crit strength&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
!5&lt;br /&gt;
!6&lt;br /&gt;
|-&lt;br /&gt;
| '''1'''&lt;br /&gt;
| 29&lt;br /&gt;
| 25&lt;br /&gt;
| 21&lt;br /&gt;
| 13&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| '''2'''&lt;br /&gt;
| 26&lt;br /&gt;
| 23&lt;br /&gt;
| 20&lt;br /&gt;
| 14&lt;br /&gt;
| 10&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| '''3'''&lt;br /&gt;
| 23&lt;br /&gt;
| 21&lt;br /&gt;
| 19&lt;br /&gt;
| 15&lt;br /&gt;
| 12&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| '''4'''&lt;br /&gt;
| 20&lt;br /&gt;
| 19&lt;br /&gt;
| 18&lt;br /&gt;
| 16&lt;br /&gt;
| 14&lt;br /&gt;
| 13&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| '''5'''&lt;br /&gt;
| 17&lt;br /&gt;
| 17&lt;br /&gt;
| 17&lt;br /&gt;
| 17&lt;br /&gt;
| 16&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| '''6'''&lt;br /&gt;
| 14&lt;br /&gt;
| 15&lt;br /&gt;
| 16&lt;br /&gt;
| 18&lt;br /&gt;
| 18&lt;br /&gt;
| 19&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| '''7'''&lt;br /&gt;
| 11&lt;br /&gt;
| 13&lt;br /&gt;
| 15&lt;br /&gt;
| 19&lt;br /&gt;
| 20&lt;br /&gt;
| 22&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| '''8'''&lt;br /&gt;
| 8&lt;br /&gt;
| 11&lt;br /&gt;
| 14&lt;br /&gt;
| 20&lt;br /&gt;
| 22&lt;br /&gt;
| 25&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| '''9'''&lt;br /&gt;
| 5&lt;br /&gt;
| 9&lt;br /&gt;
| 13&lt;br /&gt;
| 21&lt;br /&gt;
| 24&lt;br /&gt;
| 28&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| '''10'''&lt;br /&gt;
| 2&lt;br /&gt;
| 7&lt;br /&gt;
| 12&lt;br /&gt;
| 22&lt;br /&gt;
| 26&lt;br /&gt;
| 31&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So for example with 7 luck, there's a 22% chance that a crit will be of strength 6, and 11% chance that it will be of strength 1.&lt;br /&gt;
&lt;br /&gt;
Each rank of the weapon perk [[Better Criticals]] will add +1 to the Strength of the crit (but not above 6). &lt;br /&gt;
&lt;br /&gt;
== The Special Effects ==&lt;br /&gt;
&lt;br /&gt;
Depending on the target (if it's a humanoid, a brahmin, a gecko etc.), different special effects are possible after scoring a crit. The effects depend also on the strength of the crit, as determined above. &lt;br /&gt;
&lt;br /&gt;
=== The Crit Table ===&lt;br /&gt;
&lt;br /&gt;
All creatures in Ashes of Phoenix currently use the same critical table, which looks like this:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each potential special effect, as determined from the above table, needs to pass a roll versus one of the SPECIAL stats of the target before it is applied. Each effect is rolled for and applied individually of the others, so any combination of effects might apply. &lt;br /&gt;
&lt;br /&gt;
=== Defending statistics ===&lt;br /&gt;
&lt;br /&gt;
The statistic that is rolled against to apply the effect depends on the effect:&lt;br /&gt;
&lt;br /&gt;
*[[Strength]] - Knockout, Weapon drop, AP drain&lt;br /&gt;
*[[Perception]] - Blind, Disorient&lt;br /&gt;
*[[Endurance]] - Cripple legs and arms&lt;br /&gt;
*[[Charisma]] - None&lt;br /&gt;
*[[Intelligence]] - None&lt;br /&gt;
*[[Agility]] - Partial Armor Bypass, Knockdown&lt;br /&gt;
*[[Luck]] - None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Special Effects Roll ===&lt;br /&gt;
&lt;br /&gt;
A special effect has a chance to apply depending on the defender's statistic (determined above), which is modified by defensive perks such as [[Critical Strength]], [[Critical Agility]] and so on (these perks gives +2 in their corresponding stat, for the purposes of this roll). Various other perks and traits may alter the defending statistic for the purposes of this roll: the [[Armor Trait|Armor Traits]] [[Stonewall]] and [[Paperwall]] gives +2/-2 to Strength vs [[Knockout]], for example, and [[Plated Gloves]] gives +2 to Strength vs [[Weapon Drop]]. &lt;br /&gt;
&lt;br /&gt;
The actual probability to apply an effect finally becomes:&lt;br /&gt;
&lt;br /&gt;
P = 80-5*ModifiedStat&lt;br /&gt;
&lt;br /&gt;
(P is the probability (in percent) and ModifiedStat is the target's defending stat, modified by perks and traits). &lt;br /&gt;
&lt;br /&gt;
=== Concrete Example ===&lt;br /&gt;
&lt;br /&gt;
Fred Williamson shoots a white man in the arm with his custom made revolver that has both the Better Criticals and the Crippling Strike perks. The crit power rolls to 4, which is then upgraded to 5 by the Better Criticals perk. As we can see from the table above, the effects are weapon drop, arm cripple and armor bypass.&lt;br /&gt;
&lt;br /&gt;
Now the white man first rolls vs his strength, which in this case is a puny 2, to apply the weapon drop effect. No other perks or traits come into play, so the poor fool has a 70% chance of having his weapon dropped.&lt;br /&gt;
&lt;br /&gt;
Next the white man rolls vs his strength (again) to apply arm cripple. This time F. Williamson's trusty revolver had the crippling strike perk, which reduces the roll by 2. The modified stat is then 2-2 = 0. The white man doesn't stand a chance: he has an 80% chance of getting his white arm crippled.&lt;br /&gt;
&lt;br /&gt;
Finally the white man rolls vs his agility, which is 6 in this true story, to apply (partial) armor bypass. But wait! The sneaky devil has the Critical Agility perk, which grants him +2 in all rolls vs his agility. So the modified stat becomes 6+2 = 8! Thus, there's a 40% chance that he will have his armor bypassed.&lt;br /&gt;
&lt;br /&gt;
The End.&lt;/div&gt;</summary>
		<author><name>Lidae</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Critical_Hit</id>
		<title>Critical Hit</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Critical_Hit"/>
				<updated>2014-02-02T00:55:40Z</updated>
		
		<summary type="html">&lt;p&gt;Lidae: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A critical hit generally has the chance to cause special effects such as [[Knockout]], [[Disorient]], [[Cripple|Crippled limbs]] and so on. They might also cause more damage. The type of effects cause by a hit depends on the type of critter, the strength of the critical strike, and the location of the hit.&lt;br /&gt;
&lt;br /&gt;
Bursts, explosives and flamers are unable to cause critical hits. They might still cause special effects, however, but these are treated separately from the criticals.&lt;br /&gt;
&lt;br /&gt;
== Critical Chance ==&lt;br /&gt;
&lt;br /&gt;
The likelihood that a normal shot is upgraded to a critical strike depends on several factors: The '''Base Critical Chance''' (BCC) of the attacker, the '''Aimed Critical Chance''' (ACC) if the shot was aimed, and the '''Critical Resistance''' (CR) of the target.&lt;br /&gt;
&lt;br /&gt;
=== Base Critical Chance ===&lt;br /&gt;
The Base Critical Chance is determined by the attacker's Luck, Intelligence and some [[Perks#Weapon and Item perks|Weapon Perks]]. It's given by the following formula:&lt;br /&gt;
&lt;br /&gt;
BCC = [[Luck|L]] + 4*[[Intelligence|I]]&lt;br /&gt;
&lt;br /&gt;
The [[Perks]] [[Living Anatomy]] gives an additional +1 to your BCC. Each rank of the Weapon Perk [[More Criticals]] gives +2 to BCC.&lt;br /&gt;
&lt;br /&gt;
=== Aimed Critical Chance ===&lt;br /&gt;
The Aimed Critical Chance applies only if you are using aimed shots (eyes, head, arms, groin or legs). The bonus again depends on the attackers Luck. However, the ACC bonus is the same regardless of which body part you're aiming for.&lt;br /&gt;
&lt;br /&gt;
ACC = (21-L)*L/2 + 20&lt;br /&gt;
&lt;br /&gt;
=== Critical Resistance ===&lt;br /&gt;
The Critical Resistance depends on the target's Luck. The perk [[Man of Steel]] gives +2 bonus to Luck for this calculation. For Luck of 9 and below, the following formula applies:&lt;br /&gt;
&lt;br /&gt;
CR = (21-L)*L/2 - 10&lt;br /&gt;
&lt;br /&gt;
And for every point of luck above 9, +2 is added to CR.&lt;br /&gt;
&lt;br /&gt;
''Example'': 9 Luck + Man of Steel perk gives 44+2*2 = 48 CR.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Probability of scoring a Critical Hit ===&lt;br /&gt;
The final probability of upgrading a hit to a critical hit is now given by the following:&lt;br /&gt;
&lt;br /&gt;
CC = (BCC+ACC)*(100-CR)/100&lt;br /&gt;
&lt;br /&gt;
(CC is measured in percent, so CC=50 means there's a 50% chance that a hit is upgraded to critical)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Critical Strength ==&lt;br /&gt;
&lt;br /&gt;
Once a hit is upgraded to critical, it's ''critical strength'' is determined. The strength is a number between 1 and 6, where 1 is weakest and 6 is strongest. The probability for a given strength level is determined by the Luck of the attacker, according to this table:&lt;br /&gt;
&lt;br /&gt;
'''Probability for crit strength categories (per cent)'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Luck\Crit strength&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
!5&lt;br /&gt;
!6&lt;br /&gt;
|-&lt;br /&gt;
| '''1'''&lt;br /&gt;
| 29&lt;br /&gt;
| 25&lt;br /&gt;
| 21&lt;br /&gt;
| 13&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| '''2'''&lt;br /&gt;
| 26&lt;br /&gt;
| 23&lt;br /&gt;
| 20&lt;br /&gt;
| 14&lt;br /&gt;
| 10&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| '''3'''&lt;br /&gt;
| 23&lt;br /&gt;
| 21&lt;br /&gt;
| 19&lt;br /&gt;
| 15&lt;br /&gt;
| 12&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| '''4'''&lt;br /&gt;
| 20&lt;br /&gt;
| 19&lt;br /&gt;
| 18&lt;br /&gt;
| 16&lt;br /&gt;
| 14&lt;br /&gt;
| 13&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| '''5'''&lt;br /&gt;
| 17&lt;br /&gt;
| 17&lt;br /&gt;
| 17&lt;br /&gt;
| 17&lt;br /&gt;
| 16&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| '''6'''&lt;br /&gt;
| 14&lt;br /&gt;
| 15&lt;br /&gt;
| 16&lt;br /&gt;
| 18&lt;br /&gt;
| 18&lt;br /&gt;
| 19&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| '''7'''&lt;br /&gt;
| 11&lt;br /&gt;
| 13&lt;br /&gt;
| 15&lt;br /&gt;
| 19&lt;br /&gt;
| 20&lt;br /&gt;
| 22&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| '''8'''&lt;br /&gt;
| 8&lt;br /&gt;
| 11&lt;br /&gt;
| 14&lt;br /&gt;
| 20&lt;br /&gt;
| 22&lt;br /&gt;
| 25&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| '''9'''&lt;br /&gt;
| 5&lt;br /&gt;
| 9&lt;br /&gt;
| 13&lt;br /&gt;
| 21&lt;br /&gt;
| 24&lt;br /&gt;
| 28&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| '''10'''&lt;br /&gt;
| 2&lt;br /&gt;
| 7&lt;br /&gt;
| 12&lt;br /&gt;
| 22&lt;br /&gt;
| 26&lt;br /&gt;
| 31&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So for example with 7 luck, there's a 22% chance that a crit will be of strength 6, and 11% chance that it will be of strength 1.&lt;br /&gt;
&lt;br /&gt;
Each rank of the weapon perk [[Better Criticals]] will add +1 to the Strength of the crit (but not above 6). &lt;br /&gt;
&lt;br /&gt;
== The Special Effects ==&lt;br /&gt;
&lt;br /&gt;
Depending on the target (if it's a humanoid, a brahmin, a gecko etc.), different special effects are possible after scoring a crit. The effects depend also on the strength of the crit, as determined above. &lt;br /&gt;
&lt;br /&gt;
=== The Crit Table ===&lt;br /&gt;
&lt;br /&gt;
All creatures in Ashes of Phoenix currently use the same critical table, which looks like this:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each potential special effect, as determined from the above table, needs to pass a roll versus one of the SPECIAL stats of the target before it is applied. Each effect is rolled for and applied individually of the others, so any combination of effects might apply. &lt;br /&gt;
&lt;br /&gt;
=== Defending statistics ===&lt;br /&gt;
&lt;br /&gt;
The statistic that is rolled against to apply the effect depends on the effect:&lt;br /&gt;
&lt;br /&gt;
*[[Strength]] - Knockout, Weapon drop, AP drain&lt;br /&gt;
*[[Perception]] - Blind, Disorient&lt;br /&gt;
*[[Endurance]] - Cripple legs and arms&lt;br /&gt;
*[[Charisma]] - None&lt;br /&gt;
*[[Intelligence]] - None&lt;br /&gt;
*[[Agility]] - Partial Armor Bypass, Knockdown&lt;br /&gt;
*[[Luck]] - None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Special Effects Roll ===&lt;br /&gt;
&lt;br /&gt;
A special effect has a chance to apply depending on the defender's statistic (determined above), which is modified by defensive perks such as [[Critical Strength]], [[Critical Agility]] and so on (these perks gives +2 in their corresponding stat, for the purposes of this roll). Various other perks and traits may alter the defending statistic for the purposes of this roll: the [[Armor Trait|Armor Traits]] [[Stonewall]] and [[Paperwall]] gives +2/-2 to Strength vs [[Knockout]], for example, and [[Plated Gloves]] gives +2 to Strength vs [[Weapon Drop]]. &lt;br /&gt;
&lt;br /&gt;
The actual probability to apply an effect finally becomes:&lt;br /&gt;
&lt;br /&gt;
P = 80-5*ModifiedStat&lt;br /&gt;
&lt;br /&gt;
(P is the probability (in percent) and ModifiedStat is the target's defending stat, modified by perks and traits). &lt;br /&gt;
&lt;br /&gt;
=== Concrete Example ===&lt;br /&gt;
&lt;br /&gt;
Fred Williamson shoots a white man in the arm with his custom made revolver that has both the Better Criticals and the Crippling Strike perks. The crit power rolls to 4, which is then upgraded to 5 by the Better Criticals perk. As we can see from the table above, the effects are weapon drop, arm cripple and armor bypass.&lt;br /&gt;
&lt;br /&gt;
Now the white man first rolls vs his strength, which in this case is a puny 2, to apply the weapon drop effect. No other perks or traits come into play, so the poor fool has a 70% chance of having his weapon dropped.&lt;br /&gt;
&lt;br /&gt;
Next the white man rolls vs his strength (again) to apply arm cripple. This time F. Williamson's trusty revolver had the crippling strike perk, which reduces the roll by 2. The modified stat is then 2-2 = 0. The white man doesn't stand a chance: he has an 80% chance of getting his white arm crippled.&lt;br /&gt;
&lt;br /&gt;
Finally the white man rolls vs his agility, which is 6 in this true story, to apply (partial) armor bypass. But wait! The sneaky devil has the Critical Agility perk, which grants him +2 in all rolls vs his agility. So the modified stat becomes 6+2 = 8! Thus, there's a 40% chance that he will have his armor bypassed.&lt;br /&gt;
&lt;br /&gt;
The End.&lt;/div&gt;</summary>
		<author><name>Lidae</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Critical_Hit</id>
		<title>Critical Hit</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Critical_Hit"/>
				<updated>2014-02-02T00:43:42Z</updated>
		
		<summary type="html">&lt;p&gt;Lidae: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A critical hit generally has the chance to cause special effects such as [[Knockout]], [[Disorient]], [[Cripple|Crippled limbs]] and so on. They might also cause more damage. The type of effects cause by a hit depends on the type of critter, the strength of the critical strike, and the location of the hit.&lt;br /&gt;
&lt;br /&gt;
Bursts, explosives and flamers are unable to cause critical hits. They might still cause special effects, however, but these are treated separately from the criticals.&lt;br /&gt;
&lt;br /&gt;
== Critical Chance ==&lt;br /&gt;
&lt;br /&gt;
The likelihood that a normal shot is upgraded to a critical strike depends on several factors: The '''Base Critical Chance''' (BCC) of the attacker, the '''Aimed Critical Chance''' (ACC) if the shot was aimed, and the '''Critical Resistance''' (CR) of the target.&lt;br /&gt;
&lt;br /&gt;
=== Base Critical Chance ===&lt;br /&gt;
The Base Critical Chance is determined by the attacker's Luck, Intelligence and some [[Weapon Perks]]. It's given by the following formula:&lt;br /&gt;
&lt;br /&gt;
BCC = [[Luck|L]] + 4*[[Intelligence|I]]&lt;br /&gt;
&lt;br /&gt;
The [[Perk]] [[Living Anatomy]] gives an additional +1 to your BCC. Each rank of the Weapon Perk [[More Criticals]] gives +2 to BCC.&lt;br /&gt;
&lt;br /&gt;
=== Aimed Critical Chance ===&lt;br /&gt;
The Aimed Critical Chance applies only if you are using aimed shots (eyes, head, arms, groin or legs). The bonus again depends on the attackers Luck. However, the ACC bonus is the same regardless of which body part you're aiming for.&lt;br /&gt;
&lt;br /&gt;
ACC = (21-L)*L/2 + 20&lt;br /&gt;
&lt;br /&gt;
=== Critical Resistance ===&lt;br /&gt;
The Critical Resistance depends on the target's Luck. The perk [[Man of Steel]] gives +2 bonus to Luck for this calculation. For Luck of 9 and below, the following formula applies:&lt;br /&gt;
&lt;br /&gt;
CR = (21-L)*L/2 - 10&lt;br /&gt;
&lt;br /&gt;
And for every point of luck above 9, +2 is added to CR.&lt;br /&gt;
&lt;br /&gt;
''Example'': 9 Luck + Man of Steel perk gives 44+2*2 = 48 CR.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Probability of scoring a Critical Hit ===&lt;br /&gt;
The final probability of upgrading a hit to a critical hit is now given by the following:&lt;br /&gt;
&lt;br /&gt;
CC = (BCC+ACC)*(100-CR)/100&lt;br /&gt;
&lt;br /&gt;
(CC is measured in percent, so CC=50 means there's a 50% chance that a hit is upgraded to critical)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Critical Strength ==&lt;br /&gt;
&lt;br /&gt;
Once a hit is upgraded to critical, it's ''critical strength'' is determined. The strength is a number between 1 and 6, where 1 is weakest and 6 is strongest. The probability for a given strength level is determined by the Luck of the attacker, according to this table:&lt;br /&gt;
&lt;br /&gt;
'''Probability for crit strength categories (per cent)'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Luck\Crit strength&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
!5&lt;br /&gt;
!6&lt;br /&gt;
|-&lt;br /&gt;
| '''1'''&lt;br /&gt;
| 29&lt;br /&gt;
| 25&lt;br /&gt;
| 21&lt;br /&gt;
| 13&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| '''2'''&lt;br /&gt;
| 26&lt;br /&gt;
| 23&lt;br /&gt;
| 20&lt;br /&gt;
| 14&lt;br /&gt;
| 10&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| '''3'''&lt;br /&gt;
| 23&lt;br /&gt;
| 21&lt;br /&gt;
| 19&lt;br /&gt;
| 15&lt;br /&gt;
| 12&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| '''4'''&lt;br /&gt;
| 20&lt;br /&gt;
| 19&lt;br /&gt;
| 18&lt;br /&gt;
| 16&lt;br /&gt;
| 14&lt;br /&gt;
| 13&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| '''5'''&lt;br /&gt;
| 17&lt;br /&gt;
| 17&lt;br /&gt;
| 17&lt;br /&gt;
| 17&lt;br /&gt;
| 16&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| '''6'''&lt;br /&gt;
| 14&lt;br /&gt;
| 15&lt;br /&gt;
| 16&lt;br /&gt;
| 18&lt;br /&gt;
| 18&lt;br /&gt;
| 19&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| '''7'''&lt;br /&gt;
| 11&lt;br /&gt;
| 13&lt;br /&gt;
| 15&lt;br /&gt;
| 19&lt;br /&gt;
| 20&lt;br /&gt;
| 22&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| '''8'''&lt;br /&gt;
| 8&lt;br /&gt;
| 11&lt;br /&gt;
| 14&lt;br /&gt;
| 20&lt;br /&gt;
| 22&lt;br /&gt;
| 25&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| '''9'''&lt;br /&gt;
| 5&lt;br /&gt;
| 9&lt;br /&gt;
| 13&lt;br /&gt;
| 21&lt;br /&gt;
| 24&lt;br /&gt;
| 28&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| '''10'''&lt;br /&gt;
| 2&lt;br /&gt;
| 7&lt;br /&gt;
| 12&lt;br /&gt;
| 22&lt;br /&gt;
| 26&lt;br /&gt;
| 31&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So for example with 7 luck, there's a 22% chance that a crit will be of strength 6, and 11% chance that it will be of strength 1.&lt;br /&gt;
&lt;br /&gt;
Each rank of the weapon perk [[Better Criticals]] will add +1 to the Strength of the crit (but not above 6). &lt;br /&gt;
&lt;br /&gt;
== The Special Effects ==&lt;br /&gt;
&lt;br /&gt;
Depending on the target (if it's a humanoid, a brahmin, a gecko etc.), different special effects are possible after scoring a crit. The effects depend also on the strength of the crit, as determined above. &lt;br /&gt;
&lt;br /&gt;
=== The Crit Table ===&lt;br /&gt;
&lt;br /&gt;
For humanoids (including players), the table looks something like this:&lt;br /&gt;
&lt;br /&gt;
https://dl.dropbox.com/s/ysb190yig0zn1u3/2013-01-11%2019_54_32.png&lt;br /&gt;
&lt;br /&gt;
Each potential special effect, as determined from the above table, needs to pass a roll versus one of the SPECIAL stats of the target before it is applied. Each effect is rolled for and applied individually of the others, so any combination of effects might apply. &lt;br /&gt;
&lt;br /&gt;
=== Defending statistics ===&lt;br /&gt;
&lt;br /&gt;
The statistic that is rolled against to apply the effect depends on the effect:&lt;br /&gt;
&lt;br /&gt;
*[[Strength]] - Knockout, Weapon drop, AP drain&lt;br /&gt;
*[[Perception]] - Blind, Disorient&lt;br /&gt;
*[[Endurance]] - Cripple legs and arms&lt;br /&gt;
*[[Charisma]] - None&lt;br /&gt;
*[[Intelligence]] - None&lt;br /&gt;
*[[Agility]] - Partial Armor Bypass, Knockdown&lt;br /&gt;
*[[Luck]] - None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Special Effects Roll ===&lt;br /&gt;
&lt;br /&gt;
A special effect has a chance to apply depending on the defender's statistic (determined above), which is modified by defensive perks such as [[Critical Strength]], [[Critical Agility]] and so on (these perks gives +2 in their corresponding stat, for the purposes of this roll). Various other perks and traits may alter the defending statistic for the purposes of this roll: the [[Armor Trait|Armor Traits]] [[Stonewall]] and [[Paperwall]] gives +2/-2 to Strength vs [[Knockout]], for example, and [[Plated Gloves]] gives +2 to Strength vs [[Weapon Drop]]. &lt;br /&gt;
&lt;br /&gt;
The actual probability to apply an effect finally becomes:&lt;br /&gt;
&lt;br /&gt;
P = 80-5*ModifiedStat&lt;br /&gt;
&lt;br /&gt;
(P is the probability (in percent) and ModifiedStat is the target's defending stat, modified by perks and traits). &lt;br /&gt;
&lt;br /&gt;
=== Concrete Example ===&lt;br /&gt;
&lt;br /&gt;
Fred Williamson shoots a white man in the arm with his custom made revolver that has both the Better Criticals and the Crippling Strike perks. The crit power rolls to 4, which is then upgraded to 5 by the Better Criticals perk. As we can see from the table above, the effects are weapon drop, arm cripple and armor bypass.&lt;br /&gt;
&lt;br /&gt;
Now the white man first rolls vs his strength, which in this case is a puny 2, to apply the weapon drop effect. No other perks or traits come into play, so the poor fool has a 70% chance of having his weapon dropped.&lt;br /&gt;
&lt;br /&gt;
Next the white man rolls vs his strength (again) to apply arm cripple. This time F. Williamson's trusty revolver had the crippling strike perk, which reduces the roll by 2. The modified stat is then 2-2 = 0. The white man doesn't stand a chance: he has an 80% chance of getting his white arm crippled.&lt;br /&gt;
&lt;br /&gt;
Finally the white man rolls vs his agility, which is 6 in this true story, to apply (partial) armor bypass. But wait! The sneaky devil has the Critical Agility perk, which grants him +2 in all rolls vs his agility. So the modified stat becomes 6+2 = 8! Thus, there's a 40% chance that he will have his armor bypassed.&lt;br /&gt;
&lt;br /&gt;
The End.&lt;/div&gt;</summary>
		<author><name>Lidae</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=User:Lidae</id>
		<title>User:Lidae</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=User:Lidae"/>
				<updated>2014-02-01T23:12:34Z</updated>
		
		<summary type="html">&lt;p&gt;Lidae: Created page with &amp;quot;One of the developers of FOnline: Ashes of Phoenix. Scripting responsible.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One of the developers of FOnline: Ashes of Phoenix. Scripting responsible.&lt;/div&gt;</summary>
		<author><name>Lidae</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Perks</id>
		<title>Perks</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Perks"/>
				<updated>2014-02-01T23:05:57Z</updated>
		
		<summary type="html">&lt;p&gt;Lidae: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Perks are passive abilities that improves your character in some way. There are different categories of perks: some you select when you level up (you get a new one every third or fourth level, depending on if you have the Skilled [[Trait]] or not), some are awards for completing certain quests, and others are tied to a specific weapon or item and unlocked by skill. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Level up perks ==&lt;br /&gt;
If you don't have the Skilled trait, you get to choose a new perk every third level (so level 3, 6, 9, etc), up to and including level 24. If you do have the skilled trait, you only get a perk every fourth level (level 4, 8, 12, etc), up to and including level 24. The perks you can choose from are these:&lt;br /&gt;
&lt;br /&gt;
*[[Man of Steel]]&lt;br /&gt;
*[[Toughness]]&lt;br /&gt;
*[[Improved Hemostasis]]&lt;br /&gt;
*[[Critical Strength]]&lt;br /&gt;
*[[Critical Perception]]&lt;br /&gt;
*[[Critical Endurance]]&lt;br /&gt;
*[[Critical Agility]]&lt;br /&gt;
*[[Lifegiver]]&lt;br /&gt;
*[[Quick Recovery]]&lt;br /&gt;
*[[Quick Recovery II]]&lt;br /&gt;
*[[Armor Efficiency]]&lt;br /&gt;
*[[Nerves of Steel]]&lt;br /&gt;
*[[Adrenaline Rush]]&lt;br /&gt;
*[[Dodger]]&lt;br /&gt;
*[[Action Boy]]&lt;br /&gt;
*[[Bonus Rate of Fire]]&lt;br /&gt;
*[[Fast Reload]]&lt;br /&gt;
*[[Psychopath]]&lt;br /&gt;
*[[Hawk Eyes]]&lt;br /&gt;
*[[Sharp Shooter]]&lt;br /&gt;
*[[Weapon Handling]]&lt;br /&gt;
*[[Educated]]&lt;br /&gt;
*[[Pack Rat]]&lt;br /&gt;
*[[Strong Back]]&lt;br /&gt;
*[[Fearless]]&lt;br /&gt;
*[[Faith Healer]]&lt;br /&gt;
*[[Living Anatomy]]&lt;br /&gt;
*[[Field Medic]]&lt;br /&gt;
*[[Dr. Strangelove]]&lt;br /&gt;
*[[Medicinae Doctor]]&lt;br /&gt;
*[[Autonomous Regeneration]]&lt;br /&gt;
*[[Silent Hill Death]]&lt;br /&gt;
*[[Do or Die]]&lt;br /&gt;
*[[Gain Strength]]&lt;br /&gt;
*[[Gain Perception]]&lt;br /&gt;
*[[Gain Endurance]]&lt;br /&gt;
*[[Gain Charisma]]&lt;br /&gt;
*[[Gain Intelligence]]&lt;br /&gt;
*[[Gain Agility]]&lt;br /&gt;
*[[Gain Luck]]&lt;br /&gt;
&lt;br /&gt;
== Quest Perks ==&lt;br /&gt;
&lt;br /&gt;
Currently the following perks are given as a reward for completing some quest:&lt;br /&gt;
&lt;br /&gt;
*[[Awareness]]&lt;br /&gt;
*[[Silent Running]]&lt;br /&gt;
&lt;br /&gt;
== Weapon and Item perks ==&lt;br /&gt;
&lt;br /&gt;
All weapons have 5 perks that unlock when you are proficient enough with the corresponding weapon skill. Small Guns, Big Guns, Energy Weapons and Hand-to-Hand Combat weapons unlock new perks at skill levels 150, 175, 200, 225 and 250. Throwing weapons, Sneak weapons and items such as First aid kits and Doctor bags unlock perks at skill levels 100, 125, 150, 175 and 200. &lt;br /&gt;
&lt;br /&gt;
Different weapons and items unlock different perks. Here's the list of perks that can be unlocked:&lt;br /&gt;
&lt;br /&gt;
*[[Faster Reload]]&lt;br /&gt;
*[[Bonus Damage]]&lt;br /&gt;
*[[Knock Back (weapon perk)|Knock Back]]&lt;br /&gt;
*[[Suppression (weapon perk)|Suppression]]&lt;br /&gt;
*[[Accurate]]&lt;br /&gt;
*[[Bonus Ranged Damage]]&lt;br /&gt;
*[[Hit the Gaps]]&lt;br /&gt;
*[[Ignore AC]]&lt;br /&gt;
*[[More Criticals]]&lt;br /&gt;
*[[Better Criticals]]&lt;br /&gt;
*[[More Bleed]]&lt;br /&gt;
*[[Better Bleed]]&lt;br /&gt;
*[[Reliable]]&lt;br /&gt;
*[[Knockout Strike]]&lt;br /&gt;
*[[Better Knockouts]]&lt;br /&gt;
*[[Slower Deterioration (weapon perk)|Slower Deterioration]]&lt;br /&gt;
*[[Blinding Strike]]&lt;br /&gt;
*[[Crippling Strike]]&lt;br /&gt;
*[[Piercing Strike]]&lt;br /&gt;
*[[Finisher]]&lt;br /&gt;
*[[More Spread]]&lt;br /&gt;
*[[Less Spread]]&lt;br /&gt;
*[[Better One-Hex]]&lt;br /&gt;
*[[Bonus Rate of Fire (weapon perk)|Bonus Rate of Fire]]&lt;br /&gt;
*[[Silent Death]]&lt;br /&gt;
*[[Antiseptic]]&lt;br /&gt;
*[[Rapid Callus Formations]]&lt;br /&gt;
*[[Anti Hemorrhagic]]&lt;br /&gt;
*[[Improved Healing]]&lt;br /&gt;
*[[Sal Volatile]]&lt;br /&gt;
*[[Silent Walking]]&lt;br /&gt;
*[[Ghost I]]&lt;br /&gt;
*[[Ghost II]]&lt;br /&gt;
*[[Backdoor]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Weapon, Item and Armor Traits ==&lt;br /&gt;
&lt;br /&gt;
In addition to unlocking perks, some items also have [[Traits]] that can be either good or bad (or both). Traits are inherent characteristics of a weapon or item, and does not depend on skill.&lt;/div&gt;</summary>
		<author><name>Lidae</name></author>	</entry>

	</feed>