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		<id>http://fonline-aop.net/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Shura</id>
		<title>FOnline: Ashes of Phoenix Wiki - User contributions [en]</title>
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		<updated>2026-06-16T08:54:47Z</updated>
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	<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>2015-01-27T13:32:57Z</updated>
		
		<summary type="html">&lt;p&gt;Shura: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Gameplay]]&lt;br /&gt;
[[Category:TobeCompleted]]&lt;br /&gt;
[[Category:Phoenix Core]]&lt;br /&gt;
&lt;br /&gt;
All maps in the core of Phoenix (except faction gate zone) 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 1 point/sec per faction players in the zone up to 6 points/sec max. The zone is taken after 3600 points are earned. As soon as another eligible team enters the zone, it becomes contested. From this moment the score counter is blocked until there is only one faction left in the zone.&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]]&lt;br /&gt;
* [[Gamma Gulp Distillery]]&lt;br /&gt;
* [[Gunrunners]]&lt;br /&gt;
* [[Phoenix Police Department]]&lt;br /&gt;
* [[Nuka Cola Factory]]&lt;br /&gt;
* [[RobCo Enterprises]]&lt;br /&gt;
* [[Library Park]]&lt;br /&gt;
* [[Global Electrics]]&lt;br /&gt;
* [[Whorehouse]]&lt;br /&gt;
* [[PV Bio Lab]]&lt;br /&gt;
* [[Verde Water Treatment Plant]]&lt;br /&gt;
* [[PV Polymer Lab]]&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: at least 6 people, minimum level 5, no equipment needed. As with everything, this is subject to change 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;
=== 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;br /&gt;
&lt;br /&gt;
=== Faction Rewards ===&lt;br /&gt;
&lt;br /&gt;
'''Bonus Mechant Supply for owning all 3 zones a faction's gate.'''&lt;br /&gt;
'''Bonus Mechant Supply for owning more than 6 zones.'''&lt;br /&gt;
&lt;br /&gt;
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       &amp;lt;td bgcolor=&amp;quot;#F5DEB3&amp;quot; width=&amp;quot;160px&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Merchant Stock&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
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&amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td bgcolor=&amp;quot;#FFFCD6&amp;quot; width=&amp;quot;130px&amp;quot; height=&amp;quot;40px&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[Junk Paradise]]&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
       &amp;lt;td bgcolor=&amp;quot;#FFFCD6&amp;quot; width=&amp;quot;400px&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Crafting Materials (Common)&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td bgcolor=&amp;quot;#FFFCD6&amp;quot; width=&amp;quot;130px&amp;quot; height=&amp;quot;40px&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[Distillery]]&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
       &amp;lt;td bgcolor=&amp;quot;#FFFCD6&amp;quot; width=&amp;quot;400px&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Crafting Materials (Pipes) &amp;amp; Alcohol&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td bgcolor=&amp;quot;#FFFCD6&amp;quot; width=&amp;quot;130px&amp;quot; height=&amp;quot;40px&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[Weapons Factory]]&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
       &amp;lt;td bgcolor=&amp;quot;#FFFCD6&amp;quot; width=&amp;quot;400px&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Crafting Materials (Scopes)  &amp;amp; Small Guns&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td bgcolor=&amp;quot;#FFFCD6&amp;quot; width=&amp;quot;130px&amp;quot; height=&amp;quot;40px&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[Police Fortress]]&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
       &amp;lt;td bgcolor=&amp;quot;#FFFCD6&amp;quot; width=&amp;quot;400px&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Crafting Materials (Scopes)  &amp;amp; Small Guns&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td bgcolor=&amp;quot;#FFFCD6&amp;quot; width=&amp;quot;130px&amp;quot; height=&amp;quot;40px&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[Nuka-Cola Factory]]&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
       &amp;lt;td bgcolor=&amp;quot;#FFFCD6&amp;quot; width=&amp;quot;400px&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Crafting Materials (Scopes)  &amp;amp; Crafting Materials (Common)&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td bgcolor=&amp;quot;#FFFCD6&amp;quot; width=&amp;quot;130px&amp;quot; height=&amp;quot;40px&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[Rob Co Enterprises]]&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
       &amp;lt;td bgcolor=&amp;quot;#FFFCD6&amp;quot; width=&amp;quot;400px&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Crafting Materials (EW) &amp;amp; Big Guns &amp;amp; Energy Weapons&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td bgcolor=&amp;quot;#FFFCD6&amp;quot; width=&amp;quot;130px&amp;quot; height=&amp;quot;40px&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[Library Park]]&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
       &amp;lt;td bgcolor=&amp;quot;#FFFCD6&amp;quot; width=&amp;quot;400px&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Crafting Materials (Drugs) &amp;amp; Melee&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td bgcolor=&amp;quot;#FFFCD6&amp;quot; width=&amp;quot;130px&amp;quot; height=&amp;quot;40px&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[Power Plant]]&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
       &amp;lt;td bgcolor=&amp;quot;#FFFCD6&amp;quot; width=&amp;quot;400px&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Crafting Materials (EW) &amp;amp; Energy Weapons&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td bgcolor=&amp;quot;#FFFCD6&amp;quot; width=&amp;quot;130px&amp;quot; height=&amp;quot;40px&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[Whorehouse]]&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
       &amp;lt;td bgcolor=&amp;quot;#FFFCD6&amp;quot; width=&amp;quot;400px&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Drugs &amp;amp; Small Guns&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td bgcolor=&amp;quot;#FFFCD6&amp;quot; width=&amp;quot;130px&amp;quot; height=&amp;quot;40px&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[Biological Lab]]&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
       &amp;lt;td bgcolor=&amp;quot;#FFFCD6&amp;quot; width=&amp;quot;400px&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Crafting Materials (Explosives) &amp;amp; Explosives&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td bgcolor=&amp;quot;#FFFCD6&amp;quot; width=&amp;quot;130px&amp;quot; height=&amp;quot;40px&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[Water Plant]]&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
       &amp;lt;td bgcolor=&amp;quot;#FFFCD6&amp;quot; width=&amp;quot;400px&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Crafting Materials (Pipes)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td bgcolor=&amp;quot;#FFFCD6&amp;quot; width=&amp;quot;130px&amp;quot; height=&amp;quot;40px&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[Polymer Lab]]&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
       &amp;lt;td bgcolor=&amp;quot;#FFFCD6&amp;quot; width=&amp;quot;400px&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Crafting Materials (Armor) &amp;amp; Armor&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;/div&gt;</summary>
		<author><name>Shura</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Action_Points</id>
		<title>Action Points</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Action_Points"/>
				<updated>2015-01-27T13:16:53Z</updated>
		
		<summary type="html">&lt;p&gt;Shura: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Every character has a maximum of '''100 Action Points''', regardless of Agility or any other stat or perk. Obviously the AP costs of all actions reflect this change compared to other Fallout games. For example, a rocket launcher costs 90 Action Points to fire.&lt;br /&gt;
&lt;br /&gt;
*'''10 AP/s is regenerated when you stand still and don't shoot or perform any other action'''.&lt;br /&gt;
&lt;br /&gt;
== Extra AP regen ==&lt;br /&gt;
&lt;br /&gt;
On top of the normal AP regen, there's an '''Extra regen''' that applies '''all the time''' - except for a short moment after you fired a shot (except from certain pistols) and when you are disoriented. &lt;br /&gt;
&lt;br /&gt;
* The Extra AP regen works even while running. The amount of Extra AP regen that you have depends on your [[S.P.E.C.I.A.L.#Agility|Agility]]. The formula is 3.6 + 0.69*Agility per second.&lt;br /&gt;
&lt;br /&gt;
== Reload ==&lt;br /&gt;
&lt;br /&gt;
On AoP, '''you may reload a weapon at any time''', even if you don't have enough Action Points. Doing so will bring you to &amp;quot;negative&amp;quot; Action Points, and you will be unable to move or do anything else until your Action Points have regenerated to a positive number. Indeed, some weapons have such humongous reload costs that you will always go to negative AP when you reload them. An example would be the minigun which costs 250 AP to reload.&lt;br /&gt;
&lt;br /&gt;
[[Category:Character]]&lt;/div&gt;</summary>
		<author><name>Shura</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Player_Status</id>
		<title>Player Status</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Player_Status"/>
				<updated>2015-01-27T13:10:46Z</updated>
		
		<summary type="html">&lt;p&gt;Shura: /* Poison File:Icon poison.png */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Main_Page#Gameplay|Back to Gameplay]]&lt;br /&gt;
&lt;br /&gt;
Player status are things that affect your character. All of them are usually bad for you because you can either be bleeding out, poisoned, suppressed, or winded which gives the enemies an advantage on you. Also being crippled is almost the worst thing that can happen to you. There are also others such as defibrillated, or bandaged.&lt;br /&gt;
&lt;br /&gt;
=== Bleed ===&lt;br /&gt;
Bleed is a new [[Derived stats|derived stat]] impacting your HP. Many different weapons inflict bleed and the effect is a damage received on time depending on the amount of bleed you suffer from. As you receive damage, bleed diminishes towards normal (0).&lt;br /&gt;
&lt;br /&gt;
The damage formula of bleed is : (TotalBleedDamage)/60 with 60 max damage per tick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bleed resistance increase the time between two bleeding tick. Two items, bandages and tourniquets, stop and remove bleeding. [[Doctor|Doctor skill]] can also help.&lt;br /&gt;
&lt;br /&gt;
Time between bleeding tick is : 1 + log10( 1 + ([BLEED_RESISTANCE] / 10 )) seconds&lt;br /&gt;
&lt;br /&gt;
=== Disoriented and Winded [[File:Icon disoriented.png]] [[File:Icon winded.png]] ===&lt;br /&gt;
Those are [[Critical Hit|critical hit]] effects.&lt;br /&gt;
&lt;br /&gt;
* Their default duration is 5 seconds though some special items can extend it.&lt;br /&gt;
* If active, those effects are represented on your [[Interface|interface]].&lt;br /&gt;
&lt;br /&gt;
'''Disoriented''' - Lowers your sight range and hit chance resulting in a temporary blind.&lt;br /&gt;
&lt;br /&gt;
'''Winded''' - Knocks the wind out of you, making you unable to run for a short amount of time.&lt;br /&gt;
&lt;br /&gt;
=== Suppression[[File:Icon suppressed.png]] ===&lt;br /&gt;
Suppression is an effect mainly inflicted by [[Other big guns|miniguns]] and [[Heavy machine guns|heavy machine guns]]. Suppression makes you keep your head down, making you '''unable to run'''.&lt;br /&gt;
&lt;br /&gt;
* Default suppression duration is 5 seconds, though some special items can make it last longer.&lt;br /&gt;
* Suppression symbol is displayed on your [[Interface|interface]].&lt;br /&gt;
&lt;br /&gt;
=== Poison [[File:Icon poison.png]]===&lt;br /&gt;
When you're poisoned, you have -20 bleed resistance, -20 critical resistance, and -27 Healing Rate and disable healing rate bonuses from food and leadership module. You heal one point of poison each healing tick (every 15 seconds). There are many things that can poison in the core, such as dogs, mantis, radscorpions, and sometimes pig rats . In order to cure your poison, you can either wait (depending on how severe it is, it will take time) or take an [[Antidote]] or two.&lt;br /&gt;
&lt;br /&gt;
=== Bandaged ===&lt;br /&gt;
When you are bandaged, first aid is less effective. The percentage shown is how much less healing you get. You become bandaged after using first aid skill on yourself, 1% bandaged for each 3 HP or for 6 HP if you have Faith Healer. It is displayed at the top right corner of screen your current % of bandaged.&lt;br /&gt;
&lt;br /&gt;
=== Defibrillated ===&lt;br /&gt;
When the defibrillator timer is active, you are unable to be revived by a defibrillator. This only takes effect after being revived by a defibrillator.&lt;br /&gt;
&lt;br /&gt;
=== Crippled &amp;amp; Blind [[File:Injury head.png]] [[File:Injury larm.png]] [[File:Injury lleg.png]]===&lt;br /&gt;
Being crippled or blind is another [[Critical Hit|critical hit]] effects. Possible body parts being crippled are Both legs and both arms. When you are blind, your perception is dropped to 1 and don't expect to hit as often. You can heal being crippled by using the [[Doctor]] skill on yourself.&lt;br /&gt;
&lt;br /&gt;
Being crippled in a leg means your character can only walk. Being crippled in one arm means your character can only use One-Handed weapons. If you're crippled in both arms, you can't use any weapon, even if its one-handed.&lt;/div&gt;</summary>
		<author><name>Shura</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Player_Status</id>
		<title>Player Status</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Player_Status"/>
				<updated>2015-01-27T13:06:42Z</updated>
		
		<summary type="html">&lt;p&gt;Shura: /* Bleed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Main_Page#Gameplay|Back to Gameplay]]&lt;br /&gt;
&lt;br /&gt;
Player status are things that affect your character. All of them are usually bad for you because you can either be bleeding out, poisoned, suppressed, or winded which gives the enemies an advantage on you. Also being crippled is almost the worst thing that can happen to you. There are also others such as defibrillated, or bandaged.&lt;br /&gt;
&lt;br /&gt;
=== Bleed ===&lt;br /&gt;
Bleed is a new [[Derived stats|derived stat]] impacting your HP. Many different weapons inflict bleed and the effect is a damage received on time depending on the amount of bleed you suffer from. As you receive damage, bleed diminishes towards normal (0).&lt;br /&gt;
&lt;br /&gt;
The damage formula of bleed is : (TotalBleedDamage)/60 with 60 max damage per tick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bleed resistance increase the time between two bleeding tick. Two items, bandages and tourniquets, stop and remove bleeding. [[Doctor|Doctor skill]] can also help.&lt;br /&gt;
&lt;br /&gt;
Time between bleeding tick is : 1 + log10( 1 + ([BLEED_RESISTANCE] / 10 )) seconds&lt;br /&gt;
&lt;br /&gt;
=== Disoriented and Winded [[File:Icon disoriented.png]] [[File:Icon winded.png]] ===&lt;br /&gt;
Those are [[Critical Hit|critical hit]] effects.&lt;br /&gt;
&lt;br /&gt;
* Their default duration is 5 seconds though some special items can extend it.&lt;br /&gt;
* If active, those effects are represented on your [[Interface|interface]].&lt;br /&gt;
&lt;br /&gt;
'''Disoriented''' - Lowers your sight range and hit chance resulting in a temporary blind.&lt;br /&gt;
&lt;br /&gt;
'''Winded''' - Knocks the wind out of you, making you unable to run for a short amount of time.&lt;br /&gt;
&lt;br /&gt;
=== Suppression[[File:Icon suppressed.png]] ===&lt;br /&gt;
Suppression is an effect mainly inflicted by [[Other big guns|miniguns]] and [[Heavy machine guns|heavy machine guns]]. Suppression makes you keep your head down, making you '''unable to run'''.&lt;br /&gt;
&lt;br /&gt;
* Default suppression duration is 5 seconds, though some special items can make it last longer.&lt;br /&gt;
* Suppression symbol is displayed on your [[Interface|interface]].&lt;br /&gt;
&lt;br /&gt;
=== Poison [[File:Icon poison.png]]===&lt;br /&gt;
When you're poisoned, you have -20 bleed resistance, -20 critical resistance, and -30 Healing Rate. You heal one point of poison each healing tick (every 15 seconds). There are many things that can poison in the core, such as dogs, mantis, radscorpions, and sometimes pig rats . In order to cure your poison, you can either wait (depending on how severe it is, it will take time) or take an [[Antidote]] or two.&lt;br /&gt;
&lt;br /&gt;
=== Bandaged ===&lt;br /&gt;
When you are bandaged, first aid is less effective. The percentage shown is how much less healing you get. You become bandaged after using first aid skill on yourself, 1% bandaged for each 3 HP or for 6 HP if you have Faith Healer. It is displayed at the top right corner of screen your current % of bandaged.&lt;br /&gt;
&lt;br /&gt;
=== Defibrillated ===&lt;br /&gt;
When the defibrillator timer is active, you are unable to be revived by a defibrillator. This only takes effect after being revived by a defibrillator.&lt;br /&gt;
&lt;br /&gt;
=== Crippled &amp;amp; Blind [[File:Injury head.png]] [[File:Injury larm.png]] [[File:Injury lleg.png]]===&lt;br /&gt;
Being crippled or blind is another [[Critical Hit|critical hit]] effects. Possible body parts being crippled are Both legs and both arms. When you are blind, your perception is dropped to 1 and don't expect to hit as often. You can heal being crippled by using the [[Doctor]] skill on yourself.&lt;br /&gt;
&lt;br /&gt;
Being crippled in a leg means your character can only walk. Being crippled in one arm means your character can only use One-Handed weapons. If you're crippled in both arms, you can't use any weapon, even if its one-handed.&lt;/div&gt;</summary>
		<author><name>Shura</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Action_Points</id>
		<title>Action Points</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Action_Points"/>
				<updated>2015-01-27T13:01:52Z</updated>
		
		<summary type="html">&lt;p&gt;Shura: /* Extra AP regen */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Every character has a maximum of '''100 Action Points''', regardless of Agility or any other stat or perk. Obviously the AP costs of all actions reflect this change compared to other Fallout games. For example, a rocket launcher costs 90 Action Points to fire.&lt;br /&gt;
&lt;br /&gt;
*'''12.5 AP/s is regenerated when you stand still and don't shoot or perform any other action'''.&lt;br /&gt;
&lt;br /&gt;
== Extra AP regen ==&lt;br /&gt;
&lt;br /&gt;
On top of the normal AP regen, there's an '''Extra regen''' that applies '''all the time''' - except for a short moment after you fired a shot (except from certain pistols) and when you are disoriented. &lt;br /&gt;
&lt;br /&gt;
* The Extra AP regen works even while running. The amount of Extra AP regen that you have depends on your [[S.P.E.C.I.A.L.#Agility|Agility]]. The formula is 3.6 + 0.69*Agility per second.&lt;br /&gt;
&lt;br /&gt;
== Reload ==&lt;br /&gt;
&lt;br /&gt;
On AoP, '''you may reload a weapon at any time''', even if you don't have enough Action Points. Doing so will bring you to &amp;quot;negative&amp;quot; Action Points, and you will be unable to move or do anything else until your Action Points have regenerated to a positive number. Indeed, some weapons have such humongous reload costs that you will always go to negative AP when you reload them. An example would be the minigun which costs 250 AP to reload.&lt;br /&gt;
&lt;br /&gt;
[[Category:Character]]&lt;/div&gt;</summary>
		<author><name>Shura</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Category:SPECIAL</id>
		<title>Category:SPECIAL</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Category:SPECIAL"/>
				<updated>2015-01-27T13:01:25Z</updated>
		
		<summary type="html">&lt;p&gt;Shura: /* Luck */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;p class=&amp;quot;text-center&amp;quot;&amp;gt;SPECIAL is an acronym standing for the seven primary statistics of any Fallout's character ([[#Strength|Strength]], [[#Perception|Perception]], [[#Endurance|Endurance]], [[#Charisma|Charisma]], [[#Intelligence|Intelligence]], [[#Agility|Agility]] and [[#Luck|Luck]]) , that will, depending on their value, greatly change the character.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strength ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-1&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-3&amp;quot;&amp;gt;[[File:STRENGTH.gif]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-8&amp;quot;&amp;gt;Raw physical strength. Modifies: Hit Points, Healing Rate, Melee Damage, Carry Weight, Throwing range, Bleed Resistance and resistance to knockouts and weapon drops.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Strength modifies:'''&lt;br /&gt;
:*[[Hit Points|Additional HP at first level]] (50%)&lt;br /&gt;
:*[[Healing Rate]] (25%)  Each 2 points of Strength will give you 1 point of H.rate&lt;br /&gt;
:*Str requirement for all weapons&lt;br /&gt;
:*[[Bleed Resistance|Bleed resistance]] Each point of Strength gives you 1 point of [[Bleed Resistance|Bleed resistance]]&lt;br /&gt;
:*Weapon drop resistance&lt;br /&gt;
:*Knockout resistance&lt;br /&gt;
:*Melee damage. Each point of Strength gives you +2 Melee Damage.&lt;br /&gt;
:*Carry weight. Each point of Strength gives you +10 Carry Weight.&lt;br /&gt;
:*Throwing range&lt;br /&gt;
:*Skill bonuses: SG (1), BG (3), EW (1), HtH Combat (3), Throwing (2)&lt;br /&gt;
&lt;br /&gt;
== Perception ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-1&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-3&amp;quot;&amp;gt;[[File:PERCEPTN.gif]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-8&amp;quot;&amp;gt;The ability to see, hear, taste and notice unusual things. Modifies: Sight Range, Aimed shots, Hit chance modifiers and resistance to disorient and blinded.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Perception modifies:'''&lt;br /&gt;
:*[[Sight Range]]&lt;br /&gt;
:*[[Hit Chance]] penalty if Perception &amp;lt; 5 (only when shooting above weapon effective range)&lt;br /&gt;
:*Hit chance modifier for [[Aimed Shot|aimed shots]]&lt;br /&gt;
:*Hit chance modifier for [[Hit Chance|Armor Class]] (for single shots vs moving targets only)&lt;br /&gt;
:*[[Blind|Eye cripple]] resistance&lt;br /&gt;
:*[[Disoriented and winded|Disorient]] resistance&lt;br /&gt;
:*Skill bonuses: SG (2), EW (1), Throwing (2), First Aid (2), Doctor (1), Sneak (2), Traps (3), leadership (1)&lt;br /&gt;
&lt;br /&gt;
== Endurance ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-1&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-3&amp;quot;&amp;gt;[[File:ENDUR.gif]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-8&amp;quot;&amp;gt;Stamina and physical toughness. Modifies: Hit Points, Healing Rate, Bleed resistance, Knockout duration and resistance to winded and arm and leg cripples.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Endurance modifies:'''&lt;br /&gt;
:*Base [[Hit Points]] (50%)&lt;br /&gt;
:*HP per level (100%)&lt;br /&gt;
:*[[Healing Rate]] (1 per point)&lt;br /&gt;
:*[[Knockout]] duration&lt;br /&gt;
:*Arm/leg cripple resistance&lt;br /&gt;
:*Winded resistance&lt;br /&gt;
:*[[Bleed|Bleed resistance]] (1% per point)&lt;br /&gt;
:*Skill bonuses: HtH Combat (1)&lt;br /&gt;
&lt;br /&gt;
== Charisma ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-1&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-3&amp;quot;&amp;gt;[[File:CHARISMA.gif]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-8&amp;quot;&amp;gt;A combination of appearance and discipline. Charisma affects your ability to lead others, but also the extent to which you benefit from being led.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Charisma modifies:'''&lt;br /&gt;
:*Leadership boosts.&lt;br /&gt;
:*Skill bonuses: Leadership (4), Persuasion (3)&lt;br /&gt;
&lt;br /&gt;
== Intelligence ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-1&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-3&amp;quot;&amp;gt;[[File:INTEL.gif]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-8&amp;quot;&amp;gt;Knowledge, wisdom and the ability to think quickly. A high Intelligence is important for any character. Modifies: skill points per level and Base critical chance.&amp;lt;br&amp;gt;Intelligence is a much more general stat than in other fallout games, as it affects your base [[Engineering]] and [[Science]] skills; which are important if you want to craft your own equipment.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Intelligence modifies:'''&lt;br /&gt;
:*[[Skill Points]] per level&lt;br /&gt;
:*Crit chance bonus from [[Aimed shot|aimed shots]]&lt;br /&gt;
:*[[Critical Hit|Base Critical Chance]] (33%)&lt;br /&gt;
:*Skill bonuses: EW (1), HtH Combat (1), First Aid (3), Doctor (3), Persuasion (2), Science (5), Engineering (4)&lt;br /&gt;
&lt;br /&gt;
== Agility ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-1&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-3&amp;quot;&amp;gt;[[File:AGILITY.gif]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-8&amp;quot;&amp;gt;Coordination and the ability to move well. Modifies: AP regeneration, Armor Class, Bleed Resistance, Healing Rate and resistance to knockdowns and armor bypass.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Agility modifies:'''&lt;br /&gt;
:*[[Action Points|AP regeneration]]&lt;br /&gt;
:*[[Hit Chance|Armor Class]] (2.5 per point)&lt;br /&gt;
:*[[Healing Rate]] (0.5 per point)&lt;br /&gt;
:*[[Bleed|Bleed Resistance]] (0.5 per point)&lt;br /&gt;
:*Resistance against knockdowns&lt;br /&gt;
:*Resistance against [[Partial Armor Bypass|partial armor bypasses]].&lt;br /&gt;
:*Skill bonuses: SG (2), BG (2), EW (2), Throwing (1), Doctor (1), Sneak (3), Traps (2), Engineering (1)&lt;br /&gt;
&lt;br /&gt;
== Luck ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-1&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-3&amp;quot;&amp;gt;[[File:LUCK.gif]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-8&amp;quot;&amp;gt;Fate. Karma. Modifies Base crit chance, aimed crit chance, bleed resistance, armor bypass severity, armor class, weapon misfires and critical resistance.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Luck modifies:'''&lt;br /&gt;
:*[[Critical Hit|Base Critical Chance]] (67%)&lt;br /&gt;
:*Crit chance bonus from [[Aimed shot|aimed shots]]&lt;br /&gt;
:*Crit strength&lt;br /&gt;
:*Critical resistance (chance to avoid a crit)&lt;br /&gt;
:*[[Partial Armor Bypass]] severity (defensive)&lt;br /&gt;
:*[[Bleed]] resistance (50%)&lt;br /&gt;
:*[[Hit Chance|Armor Class]] (33%)&lt;br /&gt;
:*Weapon misfires&lt;br /&gt;
:*Bonus to skills: All (1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Character]]&lt;/div&gt;</summary>
		<author><name>Shura</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Category:SPECIAL</id>
		<title>Category:SPECIAL</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Category:SPECIAL"/>
				<updated>2015-01-27T13:00:26Z</updated>
		
		<summary type="html">&lt;p&gt;Shura: /* Agility */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;p class=&amp;quot;text-center&amp;quot;&amp;gt;SPECIAL is an acronym standing for the seven primary statistics of any Fallout's character ([[#Strength|Strength]], [[#Perception|Perception]], [[#Endurance|Endurance]], [[#Charisma|Charisma]], [[#Intelligence|Intelligence]], [[#Agility|Agility]] and [[#Luck|Luck]]) , that will, depending on their value, greatly change the character.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strength ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-1&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-3&amp;quot;&amp;gt;[[File:STRENGTH.gif]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-8&amp;quot;&amp;gt;Raw physical strength. Modifies: Hit Points, Healing Rate, Melee Damage, Carry Weight, Throwing range, Bleed Resistance and resistance to knockouts and weapon drops.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Strength modifies:'''&lt;br /&gt;
:*[[Hit Points|Additional HP at first level]] (50%)&lt;br /&gt;
:*[[Healing Rate]] (25%)  Each 2 points of Strength will give you 1 point of H.rate&lt;br /&gt;
:*Str requirement for all weapons&lt;br /&gt;
:*[[Bleed Resistance|Bleed resistance]] Each point of Strength gives you 1 point of [[Bleed Resistance|Bleed resistance]]&lt;br /&gt;
:*Weapon drop resistance&lt;br /&gt;
:*Knockout resistance&lt;br /&gt;
:*Melee damage. Each point of Strength gives you +2 Melee Damage.&lt;br /&gt;
:*Carry weight. Each point of Strength gives you +10 Carry Weight.&lt;br /&gt;
:*Throwing range&lt;br /&gt;
:*Skill bonuses: SG (1), BG (3), EW (1), HtH Combat (3), Throwing (2)&lt;br /&gt;
&lt;br /&gt;
== Perception ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-1&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-3&amp;quot;&amp;gt;[[File:PERCEPTN.gif]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-8&amp;quot;&amp;gt;The ability to see, hear, taste and notice unusual things. Modifies: Sight Range, Aimed shots, Hit chance modifiers and resistance to disorient and blinded.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Perception modifies:'''&lt;br /&gt;
:*[[Sight Range]]&lt;br /&gt;
:*[[Hit Chance]] penalty if Perception &amp;lt; 5 (only when shooting above weapon effective range)&lt;br /&gt;
:*Hit chance modifier for [[Aimed Shot|aimed shots]]&lt;br /&gt;
:*Hit chance modifier for [[Hit Chance|Armor Class]] (for single shots vs moving targets only)&lt;br /&gt;
:*[[Blind|Eye cripple]] resistance&lt;br /&gt;
:*[[Disoriented and winded|Disorient]] resistance&lt;br /&gt;
:*Skill bonuses: SG (2), EW (1), Throwing (2), First Aid (2), Doctor (1), Sneak (2), Traps (3), leadership (1)&lt;br /&gt;
&lt;br /&gt;
== Endurance ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-1&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-3&amp;quot;&amp;gt;[[File:ENDUR.gif]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-8&amp;quot;&amp;gt;Stamina and physical toughness. Modifies: Hit Points, Healing Rate, Bleed resistance, Knockout duration and resistance to winded and arm and leg cripples.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Endurance modifies:'''&lt;br /&gt;
:*Base [[Hit Points]] (50%)&lt;br /&gt;
:*HP per level (100%)&lt;br /&gt;
:*[[Healing Rate]] (1 per point)&lt;br /&gt;
:*[[Knockout]] duration&lt;br /&gt;
:*Arm/leg cripple resistance&lt;br /&gt;
:*Winded resistance&lt;br /&gt;
:*[[Bleed|Bleed resistance]] (1% per point)&lt;br /&gt;
:*Skill bonuses: HtH Combat (1)&lt;br /&gt;
&lt;br /&gt;
== Charisma ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-1&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-3&amp;quot;&amp;gt;[[File:CHARISMA.gif]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-8&amp;quot;&amp;gt;A combination of appearance and discipline. Charisma affects your ability to lead others, but also the extent to which you benefit from being led.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Charisma modifies:'''&lt;br /&gt;
:*Leadership boosts.&lt;br /&gt;
:*Skill bonuses: Leadership (4), Persuasion (3)&lt;br /&gt;
&lt;br /&gt;
== Intelligence ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-1&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-3&amp;quot;&amp;gt;[[File:INTEL.gif]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-8&amp;quot;&amp;gt;Knowledge, wisdom and the ability to think quickly. A high Intelligence is important for any character. Modifies: skill points per level and Base critical chance.&amp;lt;br&amp;gt;Intelligence is a much more general stat than in other fallout games, as it affects your base [[Engineering]] and [[Science]] skills; which are important if you want to craft your own equipment.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Intelligence modifies:'''&lt;br /&gt;
:*[[Skill Points]] per level&lt;br /&gt;
:*Crit chance bonus from [[Aimed shot|aimed shots]]&lt;br /&gt;
:*[[Critical Hit|Base Critical Chance]] (33%)&lt;br /&gt;
:*Skill bonuses: EW (1), HtH Combat (1), First Aid (3), Doctor (3), Persuasion (2), Science (5), Engineering (4)&lt;br /&gt;
&lt;br /&gt;
== Agility ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-1&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-3&amp;quot;&amp;gt;[[File:AGILITY.gif]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-8&amp;quot;&amp;gt;Coordination and the ability to move well. Modifies: AP regeneration, Armor Class, Bleed Resistance, Healing Rate and resistance to knockdowns and armor bypass.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Agility modifies:'''&lt;br /&gt;
:*[[Action Points|AP regeneration]]&lt;br /&gt;
:*[[Hit Chance|Armor Class]] (2.5 per point)&lt;br /&gt;
:*[[Healing Rate]] (0.5 per point)&lt;br /&gt;
:*[[Bleed|Bleed Resistance]] (0.5 per point)&lt;br /&gt;
:*Resistance against knockdowns&lt;br /&gt;
:*Resistance against [[Partial Armor Bypass|partial armor bypasses]].&lt;br /&gt;
:*Skill bonuses: SG (2), BG (2), EW (2), Throwing (1), Doctor (1), Sneak (3), Traps (2), Engineering (1)&lt;br /&gt;
&lt;br /&gt;
== Luck ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-1&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-3&amp;quot;&amp;gt;[[File:LUCK.gif]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-8&amp;quot;&amp;gt;Fate. Karma. Modifies Base crit chance, aimed crit chance, bleed resistance, armor bypass severity, armor class, weapon misfires and critical resistance.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Luck modifies:'''&lt;br /&gt;
:*[[Critical Hit|Base Critical Chance]] (67%)&lt;br /&gt;
:*Crit chance bonus from [[Aimed shot|aimed shots]]&lt;br /&gt;
:*Crit strength&lt;br /&gt;
:*Critical resistance (chance to avoid a crit)&lt;br /&gt;
:*[[Partial Armor Bypass]] severity (defensive)&lt;br /&gt;
:*[[Bleed]] resistance (50%)&lt;br /&gt;
:*[[Hit Chance|Armor Class]] (33%)&lt;br /&gt;
:*Weapon misfires&lt;br /&gt;
:*Bonus to skills: All (1/6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Character]]&lt;/div&gt;</summary>
		<author><name>Shura</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Category:SPECIAL</id>
		<title>Category:SPECIAL</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Category:SPECIAL"/>
				<updated>2015-01-27T12:57:47Z</updated>
		
		<summary type="html">&lt;p&gt;Shura: /* Intelligence */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;p class=&amp;quot;text-center&amp;quot;&amp;gt;SPECIAL is an acronym standing for the seven primary statistics of any Fallout's character ([[#Strength|Strength]], [[#Perception|Perception]], [[#Endurance|Endurance]], [[#Charisma|Charisma]], [[#Intelligence|Intelligence]], [[#Agility|Agility]] and [[#Luck|Luck]]) , that will, depending on their value, greatly change the character.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strength ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-1&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-3&amp;quot;&amp;gt;[[File:STRENGTH.gif]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-8&amp;quot;&amp;gt;Raw physical strength. Modifies: Hit Points, Healing Rate, Melee Damage, Carry Weight, Throwing range, Bleed Resistance and resistance to knockouts and weapon drops.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Strength modifies:'''&lt;br /&gt;
:*[[Hit Points|Additional HP at first level]] (50%)&lt;br /&gt;
:*[[Healing Rate]] (25%)  Each 2 points of Strength will give you 1 point of H.rate&lt;br /&gt;
:*Str requirement for all weapons&lt;br /&gt;
:*[[Bleed Resistance|Bleed resistance]] Each point of Strength gives you 1 point of [[Bleed Resistance|Bleed resistance]]&lt;br /&gt;
:*Weapon drop resistance&lt;br /&gt;
:*Knockout resistance&lt;br /&gt;
:*Melee damage. Each point of Strength gives you +2 Melee Damage.&lt;br /&gt;
:*Carry weight. Each point of Strength gives you +10 Carry Weight.&lt;br /&gt;
:*Throwing range&lt;br /&gt;
:*Skill bonuses: SG (1), BG (3), EW (1), HtH Combat (3), Throwing (2)&lt;br /&gt;
&lt;br /&gt;
== Perception ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-1&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-3&amp;quot;&amp;gt;[[File:PERCEPTN.gif]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-8&amp;quot;&amp;gt;The ability to see, hear, taste and notice unusual things. Modifies: Sight Range, Aimed shots, Hit chance modifiers and resistance to disorient and blinded.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Perception modifies:'''&lt;br /&gt;
:*[[Sight Range]]&lt;br /&gt;
:*[[Hit Chance]] penalty if Perception &amp;lt; 5 (only when shooting above weapon effective range)&lt;br /&gt;
:*Hit chance modifier for [[Aimed Shot|aimed shots]]&lt;br /&gt;
:*Hit chance modifier for [[Hit Chance|Armor Class]] (for single shots vs moving targets only)&lt;br /&gt;
:*[[Blind|Eye cripple]] resistance&lt;br /&gt;
:*[[Disoriented and winded|Disorient]] resistance&lt;br /&gt;
:*Skill bonuses: SG (2), EW (1), Throwing (2), First Aid (2), Doctor (1), Sneak (2), Traps (3), leadership (1)&lt;br /&gt;
&lt;br /&gt;
== Endurance ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-1&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-3&amp;quot;&amp;gt;[[File:ENDUR.gif]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-8&amp;quot;&amp;gt;Stamina and physical toughness. Modifies: Hit Points, Healing Rate, Bleed resistance, Knockout duration and resistance to winded and arm and leg cripples.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Endurance modifies:'''&lt;br /&gt;
:*Base [[Hit Points]] (50%)&lt;br /&gt;
:*HP per level (100%)&lt;br /&gt;
:*[[Healing Rate]] (1 per point)&lt;br /&gt;
:*[[Knockout]] duration&lt;br /&gt;
:*Arm/leg cripple resistance&lt;br /&gt;
:*Winded resistance&lt;br /&gt;
:*[[Bleed|Bleed resistance]] (1% per point)&lt;br /&gt;
:*Skill bonuses: HtH Combat (1)&lt;br /&gt;
&lt;br /&gt;
== Charisma ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-1&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-3&amp;quot;&amp;gt;[[File:CHARISMA.gif]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-8&amp;quot;&amp;gt;A combination of appearance and discipline. Charisma affects your ability to lead others, but also the extent to which you benefit from being led.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Charisma modifies:'''&lt;br /&gt;
:*Leadership boosts.&lt;br /&gt;
:*Skill bonuses: Leadership (4), Persuasion (3)&lt;br /&gt;
&lt;br /&gt;
== Intelligence ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-1&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-3&amp;quot;&amp;gt;[[File:INTEL.gif]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-8&amp;quot;&amp;gt;Knowledge, wisdom and the ability to think quickly. A high Intelligence is important for any character. Modifies: skill points per level and Base critical chance.&amp;lt;br&amp;gt;Intelligence is a much more general stat than in other fallout games, as it affects your base [[Engineering]] and [[Science]] skills; which are important if you want to craft your own equipment.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Intelligence modifies:'''&lt;br /&gt;
:*[[Skill Points]] per level&lt;br /&gt;
:*Crit chance bonus from [[Aimed shot|aimed shots]]&lt;br /&gt;
:*[[Critical Hit|Base Critical Chance]] (33%)&lt;br /&gt;
:*Skill bonuses: EW (1), HtH Combat (1), First Aid (3), Doctor (3), Persuasion (2), Science (5), Engineering (4)&lt;br /&gt;
&lt;br /&gt;
== Agility ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-1&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-3&amp;quot;&amp;gt;[[File:AGILITY.gif]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-8&amp;quot;&amp;gt;Coordination and the ability to move well. Modifies: AP regeneration, Armor Class, Bleed Resistance, Healing Rate and resistance to knockdowns and armor bypass.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Agility modifies:'''&lt;br /&gt;
:*[[Action Points|AP regeneration]]&lt;br /&gt;
:*[[Hit Chance|Armor Class]] (67%)&lt;br /&gt;
:*[[Healing Rate]] (25%)&lt;br /&gt;
:*[[Bleed|Bleed Resistance]] (10%)&lt;br /&gt;
:*Resistance against knockdowns&lt;br /&gt;
:*Resistance against [[Partial Armor Bypass|partial armor bypasses]].&lt;br /&gt;
:*Skill bonuses: SG (2/6), BG (2/6), EW (2/6), Unarmed (1/6), Melee (2/6), Throwing (1/6), Doctor (1/6), Sneak (3/6), Traps (2/6)&lt;br /&gt;
&lt;br /&gt;
== Luck ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-1&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-3&amp;quot;&amp;gt;[[File:LUCK.gif]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-8&amp;quot;&amp;gt;Fate. Karma. Modifies Base crit chance, aimed crit chance, bleed resistance, armor bypass severity, armor class, weapon misfires and critical resistance.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Luck modifies:'''&lt;br /&gt;
:*[[Critical Hit|Base Critical Chance]] (67%)&lt;br /&gt;
:*Crit chance bonus from [[Aimed shot|aimed shots]]&lt;br /&gt;
:*Crit strength&lt;br /&gt;
:*Critical resistance (chance to avoid a crit)&lt;br /&gt;
:*[[Partial Armor Bypass]] severity (defensive)&lt;br /&gt;
:*[[Bleed]] resistance (50%)&lt;br /&gt;
:*[[Hit Chance|Armor Class]] (33%)&lt;br /&gt;
:*Weapon misfires&lt;br /&gt;
:*Bonus to skills: All (1/6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Character]]&lt;/div&gt;</summary>
		<author><name>Shura</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Category:SPECIAL</id>
		<title>Category:SPECIAL</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Category:SPECIAL"/>
				<updated>2015-01-27T12:56:24Z</updated>
		
		<summary type="html">&lt;p&gt;Shura: /* Charisma */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;p class=&amp;quot;text-center&amp;quot;&amp;gt;SPECIAL is an acronym standing for the seven primary statistics of any Fallout's character ([[#Strength|Strength]], [[#Perception|Perception]], [[#Endurance|Endurance]], [[#Charisma|Charisma]], [[#Intelligence|Intelligence]], [[#Agility|Agility]] and [[#Luck|Luck]]) , that will, depending on their value, greatly change the character.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strength ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-1&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-3&amp;quot;&amp;gt;[[File:STRENGTH.gif]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-8&amp;quot;&amp;gt;Raw physical strength. Modifies: Hit Points, Healing Rate, Melee Damage, Carry Weight, Throwing range, Bleed Resistance and resistance to knockouts and weapon drops.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Strength modifies:'''&lt;br /&gt;
:*[[Hit Points|Additional HP at first level]] (50%)&lt;br /&gt;
:*[[Healing Rate]] (25%)  Each 2 points of Strength will give you 1 point of H.rate&lt;br /&gt;
:*Str requirement for all weapons&lt;br /&gt;
:*[[Bleed Resistance|Bleed resistance]] Each point of Strength gives you 1 point of [[Bleed Resistance|Bleed resistance]]&lt;br /&gt;
:*Weapon drop resistance&lt;br /&gt;
:*Knockout resistance&lt;br /&gt;
:*Melee damage. Each point of Strength gives you +2 Melee Damage.&lt;br /&gt;
:*Carry weight. Each point of Strength gives you +10 Carry Weight.&lt;br /&gt;
:*Throwing range&lt;br /&gt;
:*Skill bonuses: SG (1), BG (3), EW (1), HtH Combat (3), Throwing (2)&lt;br /&gt;
&lt;br /&gt;
== Perception ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-1&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-3&amp;quot;&amp;gt;[[File:PERCEPTN.gif]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-8&amp;quot;&amp;gt;The ability to see, hear, taste and notice unusual things. Modifies: Sight Range, Aimed shots, Hit chance modifiers and resistance to disorient and blinded.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Perception modifies:'''&lt;br /&gt;
:*[[Sight Range]]&lt;br /&gt;
:*[[Hit Chance]] penalty if Perception &amp;lt; 5 (only when shooting above weapon effective range)&lt;br /&gt;
:*Hit chance modifier for [[Aimed Shot|aimed shots]]&lt;br /&gt;
:*Hit chance modifier for [[Hit Chance|Armor Class]] (for single shots vs moving targets only)&lt;br /&gt;
:*[[Blind|Eye cripple]] resistance&lt;br /&gt;
:*[[Disoriented and winded|Disorient]] resistance&lt;br /&gt;
:*Skill bonuses: SG (2), EW (1), Throwing (2), First Aid (2), Doctor (1), Sneak (2), Traps (3), leadership (1)&lt;br /&gt;
&lt;br /&gt;
== Endurance ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-1&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-3&amp;quot;&amp;gt;[[File:ENDUR.gif]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-8&amp;quot;&amp;gt;Stamina and physical toughness. Modifies: Hit Points, Healing Rate, Bleed resistance, Knockout duration and resistance to winded and arm and leg cripples.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Endurance modifies:'''&lt;br /&gt;
:*Base [[Hit Points]] (50%)&lt;br /&gt;
:*HP per level (100%)&lt;br /&gt;
:*[[Healing Rate]] (1 per point)&lt;br /&gt;
:*[[Knockout]] duration&lt;br /&gt;
:*Arm/leg cripple resistance&lt;br /&gt;
:*Winded resistance&lt;br /&gt;
:*[[Bleed|Bleed resistance]] (1% per point)&lt;br /&gt;
:*Skill bonuses: HtH Combat (1)&lt;br /&gt;
&lt;br /&gt;
== Charisma ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-1&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-3&amp;quot;&amp;gt;[[File:CHARISMA.gif]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-8&amp;quot;&amp;gt;A combination of appearance and discipline. Charisma affects your ability to lead others, but also the extent to which you benefit from being led.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Charisma modifies:'''&lt;br /&gt;
:*Leadership boosts.&lt;br /&gt;
:*Skill bonuses: Leadership (4), Persuasion (3)&lt;br /&gt;
&lt;br /&gt;
== Intelligence ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-1&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-3&amp;quot;&amp;gt;[[File:INTEL.gif]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-8&amp;quot;&amp;gt;Knowledge, wisdom and the ability to think quickly. A high Intelligence is important for any character. Modifies: skill points per level and Base critical chance.&amp;lt;br&amp;gt;Intelligence is a much more general stat than in other fallout games, as it affects your base [[Engineering]] and [[Science]] skills; which are important if you want to craft your own equipment.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Intelligence modifies:'''&lt;br /&gt;
:*[[Skill Points]] per level&lt;br /&gt;
:*Crit chance bonus from [[Aimed shot|aimed shots]]&lt;br /&gt;
:*[[Critical Hit|Base Critical Chance]] (33%)&lt;br /&gt;
:*Skill bonuses: EW (1/6), First Aid (3/6), Doctor (3/6), Leadership (1/6)&lt;br /&gt;
&lt;br /&gt;
== Agility ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-1&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-3&amp;quot;&amp;gt;[[File:AGILITY.gif]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-8&amp;quot;&amp;gt;Coordination and the ability to move well. Modifies: AP regeneration, Armor Class, Bleed Resistance, Healing Rate and resistance to knockdowns and armor bypass.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Agility modifies:'''&lt;br /&gt;
:*[[Action Points|AP regeneration]]&lt;br /&gt;
:*[[Hit Chance|Armor Class]] (67%)&lt;br /&gt;
:*[[Healing Rate]] (25%)&lt;br /&gt;
:*[[Bleed|Bleed Resistance]] (10%)&lt;br /&gt;
:*Resistance against knockdowns&lt;br /&gt;
:*Resistance against [[Partial Armor Bypass|partial armor bypasses]].&lt;br /&gt;
:*Skill bonuses: SG (2/6), BG (2/6), EW (2/6), Unarmed (1/6), Melee (2/6), Throwing (1/6), Doctor (1/6), Sneak (3/6), Traps (2/6)&lt;br /&gt;
&lt;br /&gt;
== Luck ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-1&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-3&amp;quot;&amp;gt;[[File:LUCK.gif]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-8&amp;quot;&amp;gt;Fate. Karma. Modifies Base crit chance, aimed crit chance, bleed resistance, armor bypass severity, armor class, weapon misfires and critical resistance.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Luck modifies:'''&lt;br /&gt;
:*[[Critical Hit|Base Critical Chance]] (67%)&lt;br /&gt;
:*Crit chance bonus from [[Aimed shot|aimed shots]]&lt;br /&gt;
:*Crit strength&lt;br /&gt;
:*Critical resistance (chance to avoid a crit)&lt;br /&gt;
:*[[Partial Armor Bypass]] severity (defensive)&lt;br /&gt;
:*[[Bleed]] resistance (50%)&lt;br /&gt;
:*[[Hit Chance|Armor Class]] (33%)&lt;br /&gt;
:*Weapon misfires&lt;br /&gt;
:*Bonus to skills: All (1/6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Character]]&lt;/div&gt;</summary>
		<author><name>Shura</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Category:SPECIAL</id>
		<title>Category:SPECIAL</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Category:SPECIAL"/>
				<updated>2015-01-27T12:56:04Z</updated>
		
		<summary type="html">&lt;p&gt;Shura: /* Charisma */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;p class=&amp;quot;text-center&amp;quot;&amp;gt;SPECIAL is an acronym standing for the seven primary statistics of any Fallout's character ([[#Strength|Strength]], [[#Perception|Perception]], [[#Endurance|Endurance]], [[#Charisma|Charisma]], [[#Intelligence|Intelligence]], [[#Agility|Agility]] and [[#Luck|Luck]]) , that will, depending on their value, greatly change the character.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strength ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-1&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-3&amp;quot;&amp;gt;[[File:STRENGTH.gif]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-8&amp;quot;&amp;gt;Raw physical strength. Modifies: Hit Points, Healing Rate, Melee Damage, Carry Weight, Throwing range, Bleed Resistance and resistance to knockouts and weapon drops.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Strength modifies:'''&lt;br /&gt;
:*[[Hit Points|Additional HP at first level]] (50%)&lt;br /&gt;
:*[[Healing Rate]] (25%)  Each 2 points of Strength will give you 1 point of H.rate&lt;br /&gt;
:*Str requirement for all weapons&lt;br /&gt;
:*[[Bleed Resistance|Bleed resistance]] Each point of Strength gives you 1 point of [[Bleed Resistance|Bleed resistance]]&lt;br /&gt;
:*Weapon drop resistance&lt;br /&gt;
:*Knockout resistance&lt;br /&gt;
:*Melee damage. Each point of Strength gives you +2 Melee Damage.&lt;br /&gt;
:*Carry weight. Each point of Strength gives you +10 Carry Weight.&lt;br /&gt;
:*Throwing range&lt;br /&gt;
:*Skill bonuses: SG (1), BG (3), EW (1), HtH Combat (3), Throwing (2)&lt;br /&gt;
&lt;br /&gt;
== Perception ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-1&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-3&amp;quot;&amp;gt;[[File:PERCEPTN.gif]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-8&amp;quot;&amp;gt;The ability to see, hear, taste and notice unusual things. Modifies: Sight Range, Aimed shots, Hit chance modifiers and resistance to disorient and blinded.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Perception modifies:'''&lt;br /&gt;
:*[[Sight Range]]&lt;br /&gt;
:*[[Hit Chance]] penalty if Perception &amp;lt; 5 (only when shooting above weapon effective range)&lt;br /&gt;
:*Hit chance modifier for [[Aimed Shot|aimed shots]]&lt;br /&gt;
:*Hit chance modifier for [[Hit Chance|Armor Class]] (for single shots vs moving targets only)&lt;br /&gt;
:*[[Blind|Eye cripple]] resistance&lt;br /&gt;
:*[[Disoriented and winded|Disorient]] resistance&lt;br /&gt;
:*Skill bonuses: SG (2), EW (1), Throwing (2), First Aid (2), Doctor (1), Sneak (2), Traps (3), leadership (1)&lt;br /&gt;
&lt;br /&gt;
== Endurance ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-1&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-3&amp;quot;&amp;gt;[[File:ENDUR.gif]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-8&amp;quot;&amp;gt;Stamina and physical toughness. Modifies: Hit Points, Healing Rate, Bleed resistance, Knockout duration and resistance to winded and arm and leg cripples.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Endurance modifies:'''&lt;br /&gt;
:*Base [[Hit Points]] (50%)&lt;br /&gt;
:*HP per level (100%)&lt;br /&gt;
:*[[Healing Rate]] (1 per point)&lt;br /&gt;
:*[[Knockout]] duration&lt;br /&gt;
:*Arm/leg cripple resistance&lt;br /&gt;
:*Winded resistance&lt;br /&gt;
:*[[Bleed|Bleed resistance]] (1% per point)&lt;br /&gt;
:*Skill bonuses: HtH Combat (1)&lt;br /&gt;
&lt;br /&gt;
== Charisma ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-1&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-3&amp;quot;&amp;gt;[[File:CHARISMA.gif]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-8&amp;quot;&amp;gt;A combination of appearance and discipline. Charisma affects your ability to lead others, but also the extent to which you benefit from being led.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Charisma modifies:'''&lt;br /&gt;
:*Leadership boosts.&lt;br /&gt;
:*Skill bonus : Leadership (4), Persuasion (3)&lt;br /&gt;
&lt;br /&gt;
== Intelligence ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-1&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-3&amp;quot;&amp;gt;[[File:INTEL.gif]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-8&amp;quot;&amp;gt;Knowledge, wisdom and the ability to think quickly. A high Intelligence is important for any character. Modifies: skill points per level and Base critical chance.&amp;lt;br&amp;gt;Intelligence is a much more general stat than in other fallout games, as it affects your base [[Engineering]] and [[Science]] skills; which are important if you want to craft your own equipment.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Intelligence modifies:'''&lt;br /&gt;
:*[[Skill Points]] per level&lt;br /&gt;
:*Crit chance bonus from [[Aimed shot|aimed shots]]&lt;br /&gt;
:*[[Critical Hit|Base Critical Chance]] (33%)&lt;br /&gt;
:*Skill bonuses: EW (1/6), First Aid (3/6), Doctor (3/6), Leadership (1/6)&lt;br /&gt;
&lt;br /&gt;
== Agility ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-1&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-3&amp;quot;&amp;gt;[[File:AGILITY.gif]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-8&amp;quot;&amp;gt;Coordination and the ability to move well. Modifies: AP regeneration, Armor Class, Bleed Resistance, Healing Rate and resistance to knockdowns and armor bypass.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Agility modifies:'''&lt;br /&gt;
:*[[Action Points|AP regeneration]]&lt;br /&gt;
:*[[Hit Chance|Armor Class]] (67%)&lt;br /&gt;
:*[[Healing Rate]] (25%)&lt;br /&gt;
:*[[Bleed|Bleed Resistance]] (10%)&lt;br /&gt;
:*Resistance against knockdowns&lt;br /&gt;
:*Resistance against [[Partial Armor Bypass|partial armor bypasses]].&lt;br /&gt;
:*Skill bonuses: SG (2/6), BG (2/6), EW (2/6), Unarmed (1/6), Melee (2/6), Throwing (1/6), Doctor (1/6), Sneak (3/6), Traps (2/6)&lt;br /&gt;
&lt;br /&gt;
== Luck ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-1&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-3&amp;quot;&amp;gt;[[File:LUCK.gif]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-8&amp;quot;&amp;gt;Fate. Karma. Modifies Base crit chance, aimed crit chance, bleed resistance, armor bypass severity, armor class, weapon misfires and critical resistance.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Luck modifies:'''&lt;br /&gt;
:*[[Critical Hit|Base Critical Chance]] (67%)&lt;br /&gt;
:*Crit chance bonus from [[Aimed shot|aimed shots]]&lt;br /&gt;
:*Crit strength&lt;br /&gt;
:*Critical resistance (chance to avoid a crit)&lt;br /&gt;
:*[[Partial Armor Bypass]] severity (defensive)&lt;br /&gt;
:*[[Bleed]] resistance (50%)&lt;br /&gt;
:*[[Hit Chance|Armor Class]] (33%)&lt;br /&gt;
:*Weapon misfires&lt;br /&gt;
:*Bonus to skills: All (1/6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Character]]&lt;/div&gt;</summary>
		<author><name>Shura</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Category:SPECIAL</id>
		<title>Category:SPECIAL</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Category:SPECIAL"/>
				<updated>2015-01-27T12:55:27Z</updated>
		
		<summary type="html">&lt;p&gt;Shura: /* Endurance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;p class=&amp;quot;text-center&amp;quot;&amp;gt;SPECIAL is an acronym standing for the seven primary statistics of any Fallout's character ([[#Strength|Strength]], [[#Perception|Perception]], [[#Endurance|Endurance]], [[#Charisma|Charisma]], [[#Intelligence|Intelligence]], [[#Agility|Agility]] and [[#Luck|Luck]]) , that will, depending on their value, greatly change the character.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strength ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-1&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-3&amp;quot;&amp;gt;[[File:STRENGTH.gif]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-8&amp;quot;&amp;gt;Raw physical strength. Modifies: Hit Points, Healing Rate, Melee Damage, Carry Weight, Throwing range, Bleed Resistance and resistance to knockouts and weapon drops.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Strength modifies:'''&lt;br /&gt;
:*[[Hit Points|Additional HP at first level]] (50%)&lt;br /&gt;
:*[[Healing Rate]] (25%)  Each 2 points of Strength will give you 1 point of H.rate&lt;br /&gt;
:*Str requirement for all weapons&lt;br /&gt;
:*[[Bleed Resistance|Bleed resistance]] Each point of Strength gives you 1 point of [[Bleed Resistance|Bleed resistance]]&lt;br /&gt;
:*Weapon drop resistance&lt;br /&gt;
:*Knockout resistance&lt;br /&gt;
:*Melee damage. Each point of Strength gives you +2 Melee Damage.&lt;br /&gt;
:*Carry weight. Each point of Strength gives you +10 Carry Weight.&lt;br /&gt;
:*Throwing range&lt;br /&gt;
:*Skill bonuses: SG (1), BG (3), EW (1), HtH Combat (3), Throwing (2)&lt;br /&gt;
&lt;br /&gt;
== Perception ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-1&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-3&amp;quot;&amp;gt;[[File:PERCEPTN.gif]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-8&amp;quot;&amp;gt;The ability to see, hear, taste and notice unusual things. Modifies: Sight Range, Aimed shots, Hit chance modifiers and resistance to disorient and blinded.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Perception modifies:'''&lt;br /&gt;
:*[[Sight Range]]&lt;br /&gt;
:*[[Hit Chance]] penalty if Perception &amp;lt; 5 (only when shooting above weapon effective range)&lt;br /&gt;
:*Hit chance modifier for [[Aimed Shot|aimed shots]]&lt;br /&gt;
:*Hit chance modifier for [[Hit Chance|Armor Class]] (for single shots vs moving targets only)&lt;br /&gt;
:*[[Blind|Eye cripple]] resistance&lt;br /&gt;
:*[[Disoriented and winded|Disorient]] resistance&lt;br /&gt;
:*Skill bonuses: SG (2), EW (1), Throwing (2), First Aid (2), Doctor (1), Sneak (2), Traps (3), leadership (1)&lt;br /&gt;
&lt;br /&gt;
== Endurance ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-1&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-3&amp;quot;&amp;gt;[[File:ENDUR.gif]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-8&amp;quot;&amp;gt;Stamina and physical toughness. Modifies: Hit Points, Healing Rate, Bleed resistance, Knockout duration and resistance to winded and arm and leg cripples.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Endurance modifies:'''&lt;br /&gt;
:*Base [[Hit Points]] (50%)&lt;br /&gt;
:*HP per level (100%)&lt;br /&gt;
:*[[Healing Rate]] (1 per point)&lt;br /&gt;
:*[[Knockout]] duration&lt;br /&gt;
:*Arm/leg cripple resistance&lt;br /&gt;
:*Winded resistance&lt;br /&gt;
:*[[Bleed|Bleed resistance]] (1% per point)&lt;br /&gt;
:*Skill bonuses: HtH Combat (1)&lt;br /&gt;
&lt;br /&gt;
== Charisma ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-1&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-3&amp;quot;&amp;gt;[[File:CHARISMA.gif]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-8&amp;quot;&amp;gt;A combination of appearance and discipline. Charisma affects your ability to lead others, but also the extent to which you benefit from being led.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Charisma modifies:'''&lt;br /&gt;
:*Leadership boosts.&lt;br /&gt;
&lt;br /&gt;
== Intelligence ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-1&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-3&amp;quot;&amp;gt;[[File:INTEL.gif]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-8&amp;quot;&amp;gt;Knowledge, wisdom and the ability to think quickly. A high Intelligence is important for any character. Modifies: skill points per level and Base critical chance.&amp;lt;br&amp;gt;Intelligence is a much more general stat than in other fallout games, as it affects your base [[Engineering]] and [[Science]] skills; which are important if you want to craft your own equipment.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Intelligence modifies:'''&lt;br /&gt;
:*[[Skill Points]] per level&lt;br /&gt;
:*Crit chance bonus from [[Aimed shot|aimed shots]]&lt;br /&gt;
:*[[Critical Hit|Base Critical Chance]] (33%)&lt;br /&gt;
:*Skill bonuses: EW (1/6), First Aid (3/6), Doctor (3/6), Leadership (1/6)&lt;br /&gt;
&lt;br /&gt;
== Agility ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-1&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-3&amp;quot;&amp;gt;[[File:AGILITY.gif]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-8&amp;quot;&amp;gt;Coordination and the ability to move well. Modifies: AP regeneration, Armor Class, Bleed Resistance, Healing Rate and resistance to knockdowns and armor bypass.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Agility modifies:'''&lt;br /&gt;
:*[[Action Points|AP regeneration]]&lt;br /&gt;
:*[[Hit Chance|Armor Class]] (67%)&lt;br /&gt;
:*[[Healing Rate]] (25%)&lt;br /&gt;
:*[[Bleed|Bleed Resistance]] (10%)&lt;br /&gt;
:*Resistance against knockdowns&lt;br /&gt;
:*Resistance against [[Partial Armor Bypass|partial armor bypasses]].&lt;br /&gt;
:*Skill bonuses: SG (2/6), BG (2/6), EW (2/6), Unarmed (1/6), Melee (2/6), Throwing (1/6), Doctor (1/6), Sneak (3/6), Traps (2/6)&lt;br /&gt;
&lt;br /&gt;
== Luck ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-1&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-3&amp;quot;&amp;gt;[[File:LUCK.gif]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-8&amp;quot;&amp;gt;Fate. Karma. Modifies Base crit chance, aimed crit chance, bleed resistance, armor bypass severity, armor class, weapon misfires and critical resistance.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Luck modifies:'''&lt;br /&gt;
:*[[Critical Hit|Base Critical Chance]] (67%)&lt;br /&gt;
:*Crit chance bonus from [[Aimed shot|aimed shots]]&lt;br /&gt;
:*Crit strength&lt;br /&gt;
:*Critical resistance (chance to avoid a crit)&lt;br /&gt;
:*[[Partial Armor Bypass]] severity (defensive)&lt;br /&gt;
:*[[Bleed]] resistance (50%)&lt;br /&gt;
:*[[Hit Chance|Armor Class]] (33%)&lt;br /&gt;
:*Weapon misfires&lt;br /&gt;
:*Bonus to skills: All (1/6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Character]]&lt;/div&gt;</summary>
		<author><name>Shura</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Category:SPECIAL</id>
		<title>Category:SPECIAL</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Category:SPECIAL"/>
				<updated>2015-01-27T12:54:08Z</updated>
		
		<summary type="html">&lt;p&gt;Shura: /* Strength */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;p class=&amp;quot;text-center&amp;quot;&amp;gt;SPECIAL is an acronym standing for the seven primary statistics of any Fallout's character ([[#Strength|Strength]], [[#Perception|Perception]], [[#Endurance|Endurance]], [[#Charisma|Charisma]], [[#Intelligence|Intelligence]], [[#Agility|Agility]] and [[#Luck|Luck]]) , that will, depending on their value, greatly change the character.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strength ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-1&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-3&amp;quot;&amp;gt;[[File:STRENGTH.gif]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-8&amp;quot;&amp;gt;Raw physical strength. Modifies: Hit Points, Healing Rate, Melee Damage, Carry Weight, Throwing range, Bleed Resistance and resistance to knockouts and weapon drops.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Strength modifies:'''&lt;br /&gt;
:*[[Hit Points|Additional HP at first level]] (50%)&lt;br /&gt;
:*[[Healing Rate]] (25%)  Each 2 points of Strength will give you 1 point of H.rate&lt;br /&gt;
:*Str requirement for all weapons&lt;br /&gt;
:*[[Bleed Resistance|Bleed resistance]] Each point of Strength gives you 1 point of [[Bleed Resistance|Bleed resistance]]&lt;br /&gt;
:*Weapon drop resistance&lt;br /&gt;
:*Knockout resistance&lt;br /&gt;
:*Melee damage. Each point of Strength gives you +2 Melee Damage.&lt;br /&gt;
:*Carry weight. Each point of Strength gives you +10 Carry Weight.&lt;br /&gt;
:*Throwing range&lt;br /&gt;
:*Skill bonuses: SG (1), BG (3), EW (1), HtH Combat (3), Throwing (2)&lt;br /&gt;
&lt;br /&gt;
== Perception ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-1&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-3&amp;quot;&amp;gt;[[File:PERCEPTN.gif]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-8&amp;quot;&amp;gt;The ability to see, hear, taste and notice unusual things. Modifies: Sight Range, Aimed shots, Hit chance modifiers and resistance to disorient and blinded.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Perception modifies:'''&lt;br /&gt;
:*[[Sight Range]]&lt;br /&gt;
:*[[Hit Chance]] penalty if Perception &amp;lt; 5 (only when shooting above weapon effective range)&lt;br /&gt;
:*Hit chance modifier for [[Aimed Shot|aimed shots]]&lt;br /&gt;
:*Hit chance modifier for [[Hit Chance|Armor Class]] (for single shots vs moving targets only)&lt;br /&gt;
:*[[Blind|Eye cripple]] resistance&lt;br /&gt;
:*[[Disoriented and winded|Disorient]] resistance&lt;br /&gt;
:*Skill bonuses: SG (2), EW (1), Throwing (2), First Aid (2), Doctor (1), Sneak (2), Traps (3), leadership (1)&lt;br /&gt;
&lt;br /&gt;
== Endurance ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-1&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-3&amp;quot;&amp;gt;[[File:ENDUR.gif]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-8&amp;quot;&amp;gt;Stamina and physical toughness. Modifies: Hit Points, Healing Rate, Bleed resistance, Knockout duration and resistance to winded and arm and leg cripples.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Endurance modifies:'''&lt;br /&gt;
:*Base [[Hit Points]] (50%)&lt;br /&gt;
:*HP per level (100%)&lt;br /&gt;
:*[[Healing Rate]] (50%)&lt;br /&gt;
:*[[Knockout]] duration&lt;br /&gt;
:*Arm/leg cripple resistance&lt;br /&gt;
:*Winded resistance&lt;br /&gt;
:*[[Bleed|Bleed resistance]] (20%)&lt;br /&gt;
:*Skill bonuses: Unarmed (1/6), Melee (2/6)&lt;br /&gt;
&lt;br /&gt;
== Charisma ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-1&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-3&amp;quot;&amp;gt;[[File:CHARISMA.gif]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-8&amp;quot;&amp;gt;A combination of appearance and discipline. Charisma affects your ability to lead others, but also the extent to which you benefit from being led.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Charisma modifies:'''&lt;br /&gt;
:*Leadership boosts.&lt;br /&gt;
&lt;br /&gt;
== Intelligence ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-1&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-3&amp;quot;&amp;gt;[[File:INTEL.gif]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-8&amp;quot;&amp;gt;Knowledge, wisdom and the ability to think quickly. A high Intelligence is important for any character. Modifies: skill points per level and Base critical chance.&amp;lt;br&amp;gt;Intelligence is a much more general stat than in other fallout games, as it affects your base [[Engineering]] and [[Science]] skills; which are important if you want to craft your own equipment.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Intelligence modifies:'''&lt;br /&gt;
:*[[Skill Points]] per level&lt;br /&gt;
:*Crit chance bonus from [[Aimed shot|aimed shots]]&lt;br /&gt;
:*[[Critical Hit|Base Critical Chance]] (33%)&lt;br /&gt;
:*Skill bonuses: EW (1/6), First Aid (3/6), Doctor (3/6), Leadership (1/6)&lt;br /&gt;
&lt;br /&gt;
== Agility ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-1&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-3&amp;quot;&amp;gt;[[File:AGILITY.gif]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-8&amp;quot;&amp;gt;Coordination and the ability to move well. Modifies: AP regeneration, Armor Class, Bleed Resistance, Healing Rate and resistance to knockdowns and armor bypass.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Agility modifies:'''&lt;br /&gt;
:*[[Action Points|AP regeneration]]&lt;br /&gt;
:*[[Hit Chance|Armor Class]] (67%)&lt;br /&gt;
:*[[Healing Rate]] (25%)&lt;br /&gt;
:*[[Bleed|Bleed Resistance]] (10%)&lt;br /&gt;
:*Resistance against knockdowns&lt;br /&gt;
:*Resistance against [[Partial Armor Bypass|partial armor bypasses]].&lt;br /&gt;
:*Skill bonuses: SG (2/6), BG (2/6), EW (2/6), Unarmed (1/6), Melee (2/6), Throwing (1/6), Doctor (1/6), Sneak (3/6), Traps (2/6)&lt;br /&gt;
&lt;br /&gt;
== Luck ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-1&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-3&amp;quot;&amp;gt;[[File:LUCK.gif]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-8&amp;quot;&amp;gt;Fate. Karma. Modifies Base crit chance, aimed crit chance, bleed resistance, armor bypass severity, armor class, weapon misfires and critical resistance.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Luck modifies:'''&lt;br /&gt;
:*[[Critical Hit|Base Critical Chance]] (67%)&lt;br /&gt;
:*Crit chance bonus from [[Aimed shot|aimed shots]]&lt;br /&gt;
:*Crit strength&lt;br /&gt;
:*Critical resistance (chance to avoid a crit)&lt;br /&gt;
:*[[Partial Armor Bypass]] severity (defensive)&lt;br /&gt;
:*[[Bleed]] resistance (50%)&lt;br /&gt;
:*[[Hit Chance|Armor Class]] (33%)&lt;br /&gt;
:*Weapon misfires&lt;br /&gt;
:*Bonus to skills: All (1/6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Character]]&lt;/div&gt;</summary>
		<author><name>Shura</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Category:SPECIAL</id>
		<title>Category:SPECIAL</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Category:SPECIAL"/>
				<updated>2015-01-27T12:53:34Z</updated>
		
		<summary type="html">&lt;p&gt;Shura: /* Perception */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;p class=&amp;quot;text-center&amp;quot;&amp;gt;SPECIAL is an acronym standing for the seven primary statistics of any Fallout's character ([[#Strength|Strength]], [[#Perception|Perception]], [[#Endurance|Endurance]], [[#Charisma|Charisma]], [[#Intelligence|Intelligence]], [[#Agility|Agility]] and [[#Luck|Luck]]) , that will, depending on their value, greatly change the character.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strength ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-1&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-3&amp;quot;&amp;gt;[[File:STRENGTH.gif]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-8&amp;quot;&amp;gt;Raw physical strength. Modifies: Hit Points, Healing Rate, Melee Damage, Carry Weight, Throwing range, Bleed Resistance and resistance to knockouts and weapon drops.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Strength modifies:'''&lt;br /&gt;
:*[[Hit Points|Additional HP at first level]] (50%)&lt;br /&gt;
:*[[Healing Rate]] (25%)  Each 2 points of Strength will give you 1 point of H.rate&lt;br /&gt;
:*Str requirement for all weapons&lt;br /&gt;
:*[[Bleed Resistance|Bleed resistance]] Each point of Strength gives you 1 point of [[Bleed Resistance|Bleed resistance]]&lt;br /&gt;
:*Weapon drop resistance&lt;br /&gt;
:*Knockout resistance&lt;br /&gt;
:*Melee damage. Each point of Strength gives you +2 Melee Damage.&lt;br /&gt;
:*Carry weight. Each point of Strength gives you +10 Carry Weight.&lt;br /&gt;
:*Throwing range&lt;br /&gt;
:*Skill bonuses: SG (1), BG (3), EW (1), Close Combat (3), Throwing (2)&lt;br /&gt;
&lt;br /&gt;
== Perception ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-1&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-3&amp;quot;&amp;gt;[[File:PERCEPTN.gif]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-8&amp;quot;&amp;gt;The ability to see, hear, taste and notice unusual things. Modifies: Sight Range, Aimed shots, Hit chance modifiers and resistance to disorient and blinded.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Perception modifies:'''&lt;br /&gt;
:*[[Sight Range]]&lt;br /&gt;
:*[[Hit Chance]] penalty if Perception &amp;lt; 5 (only when shooting above weapon effective range)&lt;br /&gt;
:*Hit chance modifier for [[Aimed Shot|aimed shots]]&lt;br /&gt;
:*Hit chance modifier for [[Hit Chance|Armor Class]] (for single shots vs moving targets only)&lt;br /&gt;
:*[[Blind|Eye cripple]] resistance&lt;br /&gt;
:*[[Disoriented and winded|Disorient]] resistance&lt;br /&gt;
:*Skill bonuses: SG (2), EW (1), Throwing (2), First Aid (2), Doctor (1), Sneak (2), Traps (3), leadership (1)&lt;br /&gt;
&lt;br /&gt;
== Endurance ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-1&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-3&amp;quot;&amp;gt;[[File:ENDUR.gif]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-8&amp;quot;&amp;gt;Stamina and physical toughness. Modifies: Hit Points, Healing Rate, Bleed resistance, Knockout duration and resistance to winded and arm and leg cripples.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Endurance modifies:'''&lt;br /&gt;
:*Base [[Hit Points]] (50%)&lt;br /&gt;
:*HP per level (100%)&lt;br /&gt;
:*[[Healing Rate]] (50%)&lt;br /&gt;
:*[[Knockout]] duration&lt;br /&gt;
:*Arm/leg cripple resistance&lt;br /&gt;
:*Winded resistance&lt;br /&gt;
:*[[Bleed|Bleed resistance]] (20%)&lt;br /&gt;
:*Skill bonuses: Unarmed (1/6), Melee (2/6)&lt;br /&gt;
&lt;br /&gt;
== Charisma ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-1&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-3&amp;quot;&amp;gt;[[File:CHARISMA.gif]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-8&amp;quot;&amp;gt;A combination of appearance and discipline. Charisma affects your ability to lead others, but also the extent to which you benefit from being led.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Charisma modifies:'''&lt;br /&gt;
:*Leadership boosts.&lt;br /&gt;
&lt;br /&gt;
== Intelligence ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-1&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-3&amp;quot;&amp;gt;[[File:INTEL.gif]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-8&amp;quot;&amp;gt;Knowledge, wisdom and the ability to think quickly. A high Intelligence is important for any character. Modifies: skill points per level and Base critical chance.&amp;lt;br&amp;gt;Intelligence is a much more general stat than in other fallout games, as it affects your base [[Engineering]] and [[Science]] skills; which are important if you want to craft your own equipment.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Intelligence modifies:'''&lt;br /&gt;
:*[[Skill Points]] per level&lt;br /&gt;
:*Crit chance bonus from [[Aimed shot|aimed shots]]&lt;br /&gt;
:*[[Critical Hit|Base Critical Chance]] (33%)&lt;br /&gt;
:*Skill bonuses: EW (1/6), First Aid (3/6), Doctor (3/6), Leadership (1/6)&lt;br /&gt;
&lt;br /&gt;
== Agility ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-1&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-3&amp;quot;&amp;gt;[[File:AGILITY.gif]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-8&amp;quot;&amp;gt;Coordination and the ability to move well. Modifies: AP regeneration, Armor Class, Bleed Resistance, Healing Rate and resistance to knockdowns and armor bypass.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Agility modifies:'''&lt;br /&gt;
:*[[Action Points|AP regeneration]]&lt;br /&gt;
:*[[Hit Chance|Armor Class]] (67%)&lt;br /&gt;
:*[[Healing Rate]] (25%)&lt;br /&gt;
:*[[Bleed|Bleed Resistance]] (10%)&lt;br /&gt;
:*Resistance against knockdowns&lt;br /&gt;
:*Resistance against [[Partial Armor Bypass|partial armor bypasses]].&lt;br /&gt;
:*Skill bonuses: SG (2/6), BG (2/6), EW (2/6), Unarmed (1/6), Melee (2/6), Throwing (1/6), Doctor (1/6), Sneak (3/6), Traps (2/6)&lt;br /&gt;
&lt;br /&gt;
== Luck ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-1&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-3&amp;quot;&amp;gt;[[File:LUCK.gif]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-8&amp;quot;&amp;gt;Fate. Karma. Modifies Base crit chance, aimed crit chance, bleed resistance, armor bypass severity, armor class, weapon misfires and critical resistance.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Luck modifies:'''&lt;br /&gt;
:*[[Critical Hit|Base Critical Chance]] (67%)&lt;br /&gt;
:*Crit chance bonus from [[Aimed shot|aimed shots]]&lt;br /&gt;
:*Crit strength&lt;br /&gt;
:*Critical resistance (chance to avoid a crit)&lt;br /&gt;
:*[[Partial Armor Bypass]] severity (defensive)&lt;br /&gt;
:*[[Bleed]] resistance (50%)&lt;br /&gt;
:*[[Hit Chance|Armor Class]] (33%)&lt;br /&gt;
:*Weapon misfires&lt;br /&gt;
:*Bonus to skills: All (1/6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Character]]&lt;/div&gt;</summary>
		<author><name>Shura</name></author>	</entry>

	<entry>
		<id>http://fonline-aop.net/wiki/index.php?title=Category:SPECIAL</id>
		<title>Category:SPECIAL</title>
		<link rel="alternate" type="text/html" href="http://fonline-aop.net/wiki/index.php?title=Category:SPECIAL"/>
				<updated>2015-01-27T12:50:38Z</updated>
		
		<summary type="html">&lt;p&gt;Shura: /* Strength */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;p class=&amp;quot;text-center&amp;quot;&amp;gt;SPECIAL is an acronym standing for the seven primary statistics of any Fallout's character ([[#Strength|Strength]], [[#Perception|Perception]], [[#Endurance|Endurance]], [[#Charisma|Charisma]], [[#Intelligence|Intelligence]], [[#Agility|Agility]] and [[#Luck|Luck]]) , that will, depending on their value, greatly change the character.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strength ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-1&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-3&amp;quot;&amp;gt;[[File:STRENGTH.gif]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-8&amp;quot;&amp;gt;Raw physical strength. Modifies: Hit Points, Healing Rate, Melee Damage, Carry Weight, Throwing range, Bleed Resistance and resistance to knockouts and weapon drops.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Strength modifies:'''&lt;br /&gt;
:*[[Hit Points|Additional HP at first level]] (50%)&lt;br /&gt;
:*[[Healing Rate]] (25%)  Each 2 points of Strength will give you 1 point of H.rate&lt;br /&gt;
:*Str requirement for all weapons&lt;br /&gt;
:*[[Bleed Resistance|Bleed resistance]] Each point of Strength gives you 1 point of [[Bleed Resistance|Bleed resistance]]&lt;br /&gt;
:*Weapon drop resistance&lt;br /&gt;
:*Knockout resistance&lt;br /&gt;
:*Melee damage. Each point of Strength gives you +2 Melee Damage.&lt;br /&gt;
:*Carry weight. Each point of Strength gives you +10 Carry Weight.&lt;br /&gt;
:*Throwing range&lt;br /&gt;
:*Skill bonuses: SG (1), BG (3), EW (1), Close Combat (3), Throwing (2)&lt;br /&gt;
&lt;br /&gt;
== Perception ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-1&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-3&amp;quot;&amp;gt;[[File:PERCEPTN.gif]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-8&amp;quot;&amp;gt;The ability to see, hear, taste and notice unusual things. Modifies: Sight Range, Aimed shots, Hit chance modifiers and resistance to disorient and blinded.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Perception modifies:'''&lt;br /&gt;
:*[[Sight Range]]&lt;br /&gt;
:*[[Hit Chance]] penalty if Perception &amp;lt; 5 (only when shooting above weapon effective range)&lt;br /&gt;
:*Hit chance modifier for [[Aimed Shot|aimed shots]]&lt;br /&gt;
:*Hit chance modifier for [[Hit Chance|Armor Class]] (for single shots vs moving targets only)&lt;br /&gt;
:*[[Blind|Eye cripple]] resistance&lt;br /&gt;
:*[[Disoriented and winded|Disorient]] resistance&lt;br /&gt;
:*Skill bonuses: SG (2/6), EW (1/6), Throwing (2/6), First Aid (2/6), Doctor (1/6), Sneak (2/6), Traps (3/6)&lt;br /&gt;
&lt;br /&gt;
== Endurance ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-1&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-3&amp;quot;&amp;gt;[[File:ENDUR.gif]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-8&amp;quot;&amp;gt;Stamina and physical toughness. Modifies: Hit Points, Healing Rate, Bleed resistance, Knockout duration and resistance to winded and arm and leg cripples.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Endurance modifies:'''&lt;br /&gt;
:*Base [[Hit Points]] (50%)&lt;br /&gt;
:*HP per level (100%)&lt;br /&gt;
:*[[Healing Rate]] (50%)&lt;br /&gt;
:*[[Knockout]] duration&lt;br /&gt;
:*Arm/leg cripple resistance&lt;br /&gt;
:*Winded resistance&lt;br /&gt;
:*[[Bleed|Bleed resistance]] (20%)&lt;br /&gt;
:*Skill bonuses: Unarmed (1/6), Melee (2/6)&lt;br /&gt;
&lt;br /&gt;
== Charisma ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-1&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-3&amp;quot;&amp;gt;[[File:CHARISMA.gif]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-8&amp;quot;&amp;gt;A combination of appearance and discipline. Charisma affects your ability to lead others, but also the extent to which you benefit from being led.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Charisma modifies:'''&lt;br /&gt;
:*Leadership boosts.&lt;br /&gt;
&lt;br /&gt;
== Intelligence ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-1&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-3&amp;quot;&amp;gt;[[File:INTEL.gif]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-8&amp;quot;&amp;gt;Knowledge, wisdom and the ability to think quickly. A high Intelligence is important for any character. Modifies: skill points per level and Base critical chance.&amp;lt;br&amp;gt;Intelligence is a much more general stat than in other fallout games, as it affects your base [[Engineering]] and [[Science]] skills; which are important if you want to craft your own equipment.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Intelligence modifies:'''&lt;br /&gt;
:*[[Skill Points]] per level&lt;br /&gt;
:*Crit chance bonus from [[Aimed shot|aimed shots]]&lt;br /&gt;
:*[[Critical Hit|Base Critical Chance]] (33%)&lt;br /&gt;
:*Skill bonuses: EW (1/6), First Aid (3/6), Doctor (3/6), Leadership (1/6)&lt;br /&gt;
&lt;br /&gt;
== Agility ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-1&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-3&amp;quot;&amp;gt;[[File:AGILITY.gif]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-8&amp;quot;&amp;gt;Coordination and the ability to move well. Modifies: AP regeneration, Armor Class, Bleed Resistance, Healing Rate and resistance to knockdowns and armor bypass.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Agility modifies:'''&lt;br /&gt;
:*[[Action Points|AP regeneration]]&lt;br /&gt;
:*[[Hit Chance|Armor Class]] (67%)&lt;br /&gt;
:*[[Healing Rate]] (25%)&lt;br /&gt;
:*[[Bleed|Bleed Resistance]] (10%)&lt;br /&gt;
:*Resistance against knockdowns&lt;br /&gt;
:*Resistance against [[Partial Armor Bypass|partial armor bypasses]].&lt;br /&gt;
:*Skill bonuses: SG (2/6), BG (2/6), EW (2/6), Unarmed (1/6), Melee (2/6), Throwing (1/6), Doctor (1/6), Sneak (3/6), Traps (2/6)&lt;br /&gt;
&lt;br /&gt;
== Luck ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-1&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-3&amp;quot;&amp;gt;[[File:LUCK.gif]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-8&amp;quot;&amp;gt;Fate. Karma. Modifies Base crit chance, aimed crit chance, bleed resistance, armor bypass severity, armor class, weapon misfires and critical resistance.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Luck modifies:'''&lt;br /&gt;
:*[[Critical Hit|Base Critical Chance]] (67%)&lt;br /&gt;
:*Crit chance bonus from [[Aimed shot|aimed shots]]&lt;br /&gt;
:*Crit strength&lt;br /&gt;
:*Critical resistance (chance to avoid a crit)&lt;br /&gt;
:*[[Partial Armor Bypass]] severity (defensive)&lt;br /&gt;
:*[[Bleed]] resistance (50%)&lt;br /&gt;
:*[[Hit Chance|Armor Class]] (33%)&lt;br /&gt;
:*Weapon misfires&lt;br /&gt;
:*Bonus to skills: All (1/6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Character]]&lt;/div&gt;</summary>
		<author><name>Shura</name></author>	</entry>

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