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Alpha Protocol Skills Database: Search Results
RANK 1: Improved Health (Basic)

Health: +25

Each level of Improved Health increases the amount of punishment Mike can sustain before dying.


RANK 2: Resilience (Basic)

Endurance Recharge Delay: 11 seconds

Resilience decreases the delay before Mike starts to recover Endurance.


RANK 3: Improved Health (Trained)

Health: +50 (Total)

Each level of Improved Health increases the amount of punishment Mike can sustain before dying.


RANK 4: Resilience (Trained)

Endurance Recharge Delay: 10 seconds

Resilience decreases the delay before Mike starts to recover Endurance.


RANK 5: Iron Will (Basic)

Damage Reduction: 25%
Bonus Health: 25
Duration: 10 seconds
Cooldown: 90 seconds

Iron Will provides Damage Resistance (a percent reduction of all incoming damage) and a temporary Health bonus that can extend beyond your maximum Health. When Iron Will expires, the bonus Health is lost (to a minimum of 1 Health - you cannot die from losing the bonus Health).


RANK 6: Resilience (Advanced)

Endurance Recharge Delay: 9 seconds

Resilience decreases the delay before Mike starts to recover Endurance.


RANK 7: Iron Will (Advanced)

Damage Reduction: 33%
Bonus Health: 50
Duration: 15 seconds
Cooldown: 90 seconds

Iron Will provides Damage Resistance (a percent reduction of all incoming damage) and a temporary Health bonus that can extend beyond your maximum Health. When Iron Will expires, the bonus Health is lost (to a minimum of 1 Health - you cannot die from losing the bonus Health).


RANK 8: Improved Health (Advanced)

Health: +75 (Total)

Each level of Improved Health increases the amount of punishment Mike can sustain before dying.


RANK 9: Resilience (Expert)

Endurance Recharge Delay: 8 seconds

Resilience decreases the delay before Mike starts to recover Endurance.


RANK 10: Hard to Kill (Basic)

Invulnerability Duration: 3 seconds
Cooldown: 900 seconds

If Mike is killed, Hard to Kill automatically triggers and keeps Mike clinging to life. Once back on his feet, Mike has a small reserve of Health and a few seconds of invulnerability.


RANK 11: Improved Health (Expert)

Health: +100 (Total)

Each level of Improved Health increases the amount of punishment Mike can sustain before dying.


RANK 12: Resilience (Master)

Endurance Recharge Delay: 7 seconds

Resilience decreases the delay before Mike starts to recover Endurance.


RANK 13: Hard to Kill (Master)

Invulnerability Duration: 3 seconds
Health Recovered: 50
Cooldown: 900 seconds

If Mike is killed, Hard to Kill automatically triggers and keeps Mike clinging to life. Once back on his feet, Mike has a moderate reserve of Health and a few seconds of invulnerability.


RANK 14: Improved Health (Master)

Health: +150 (Total)

Each level of Improved Health increases the amount of punishment Mike can sustain before dying.


RANK 15: Iron Will (Master)

Damage Reduction: 50%
Bonus Health: 75
Duration: 15 seconds
Cooldown: 90 seconds

Iron Will provides Damage Resistance (a percent reduction of all incoming damage) and a temporary Health bonus that can extend beyond your maximum Health. When Iron Will expires, the bonus Health is lost (to a minimum of 1 Health - you cannot die from losing the bonus Health).