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HealthandStamina

Operatives have access to a multitude of stats in Entry Point, which affect their combat strength, stealth ability, and speed among other things. These can be increased using Perks.

Health[]

All operatives will start with 100 health, which is represented by a green bar in the player's HUD. Vitality perks will increase this by 5 points each, up to 100 points if all 20 Vitality perks are used. Additionally, the Mercenary's CombatMastery Combat Mastery starting perk grants 40 points of health, allowing for a maximum of 240 health if every health perk is used.

As an operative starts to lose health, their screen will lose color, sounds become muffled, and their heartbeat will become increasingly audible. They can recover lost health by using first aid kits, which recover 50 health. This can be increased by 10 points using Battlefield Medicine perks up to five times, allowing for first aid kits to restore 100 health. When an operative's health is depleted, they will die and their heartbeat will fade.

Stamina[]

Stamina is used for moving faster by sprinting and is represented by a white bar in the player's HUD. By default, operatives will be able to sprint nonstop for a full 10 seconds without any perks or bag, which increase the movement speed to 22. Conditioning Conditioning perks will add 2 seconds to the total sprint time up to ten times. The Mercenary's CombatMastery Combat Mastery perk grants 4 seconds of sprint time, allowing for a maximum of 34 seconds of sprinting. After a 3 second delay, stamina recovers at a rate of 100% over 10 seconds, though this can be shortened to a quicker 6.66 seconds with the Combat Mastery perk.

Stamina consumption is increased when carrying a bag. Carrying a heavy bag like a Diamond Drill, Body bag, Gold bag or a Server bag will increase the stamina drain to 225%, while carrying any other bag will increase it to 150%.

In Shadow War, stamina is significantly harder to maintain; operatives can only sprint for 5 seconds at best, and take 20 seconds to completely recover their stamina. Jumping decreases stamina by a bit over 15% per jump, making it possible for 5 jumps per full bar of stamina.

Armor[]

Armor is used to protect operatives from sustained weapons fire during skirmishes with multiple waves of enemies. The durability of armor is represented by a blue bar in the player's HUD. If their durability drops below 50% its protection will decrease until it is broken. Some perks can be used to improve the effectiveness of armor.

  • The Engineer's DemolitionsExpert Demolitions Expert perk reduces speed penalties from armor by 40%.
  • ShockPlating Shock Plating is a minor perk that increases the durability of armor by 10% each. They do not improve on damage reduction, they only make it last longer.

Speed[]

Completing objectives will mean that operatives will have to move around and interact with numerous items to progress. Wearing certain equipment can cause you to move around slower, though some perks can reduce the movement penalties of certain gear. Other perks can also speed up certain interactions.

Movement Speed[]

The player's movement speed is affected by various things, such as what armor they're wearing, what bag or weapon's their carrying, and whether they're sprinting, crouching, or crawling. Below is a table of the movement speed percentages of everything which affects the player's movement. Also, as mentioned above, certain perks can reduce the movement penalties of certain gear. The DemolitionsExpert Demolitions Expert perk reduces the movement penalty of armor by 40%, and the HeavyWeaponsMastery Heavy Weapons Mastery perk sets the movement speed percentage of heavy weapons to 90%. The movement speed percentages of these items with their corresponding perk is represented by a green number.

Movement modifiers stack multiplicatively. This means that, for example, if you have no perks and are sprinting with Frontline armor, a light bag, and no weapon, you will move at 17.82 speed (22 × 0.9 × 0.9).

Weapon Speed Armor Speed Action Speed Bag Speed
Pistols 100% II-A Scout 95%
97%
Sprinting 22 Light Bag 90%
SMGs 95% III-A Raider 95%
97%
Walking 14 Heavy Bag 75%
Rifles, Sniper Rifles, and Shotguns 90% III-A Frontline 90%
94%
Crouching 8
Thumper 85%
90%
III Aegis 83%
89.8%
Crawling 4
Sawblade 70%
90%

Equipment Interaction[]

The EquipmentSpecialist Equipment Specialist perk will make a variety of items faster to use by 10% each, up to a maximum of 100%. The perk affects the usage of following objects:

Hacking[]

The SpeedHack Speedhack perk will make it easier to hack into computers and tamper with cameras. Each perk will increase hacking speed by 10%, up to a maximum of 100%. This perk affects the following hacking actions:

  • Hacking the police captain's computer in The Lockup
  • Hacking the security stations as well as the Manager's and Maddox Grey's computers in The Deposit
  • Hacking the computer in The Scientist
  • Hacking the operations computer in Black Dusk
  • Looping and disabling cameras

The following hacking actions are not affected by this perk and therefore cannot be sped up:

Drilling[]

The Overdrill Overdrill perk makes the lengthy process of manually drilling a door faster by 10% each, up to a maximum of 100%. As the name implies, it will affect the Drill and Silent Drill.

Lockpicking[]

The FastHands Fast Hands perk increases the rate at which an operative can bypass a locked door by 10% each, up to a maximum of 150%. This affects the Lockpicking Kit, but will also affect safecracking.

Weapon Handling[]

Fast Hands doesn't just increase lockpicking speed, it also increases weapon swap speed by 5% each, up to a maximum of 75%.

Reloading[]

The QuickSwap Quick Swap perk increases the speed at which an operative can reload their weapons by 5% each, up to a maximum of 100%. It also makes the 480 MCS pump faster after firing a shot.

The PistolMastery Pistol Mastery perk's secondary effect is that it increases reload speed when using a single pistol by 25%.

Awareness[]

Detection[]

The OutOfSight Out of Sight perk makes an operative harder to detect by decreasing the rate at which NPCs detect them while they have a red status, or the trespassing status (but not the armored status). It lowers detection by 10% each, up to a maximum of 200%.

Disguise Effectiveness[]

The Masquerade Masquerade perk makes it harder for NPCs to detect a disguised operative, whether they're doing something conspicuous or not. It lowers detection by 10% each, up to 50%. TheArtOfTheSteal The Art of the Steal adds an additional 50% disguise effectiveness. Disguise effectiveness also affects the armored status.

Intimidation[]

NPCs can be taken hostage at greater ranges by use of Intimidation Intimidation perks, which increase an operative's natural intimidation range by 10%, up to a maximum of 100%. Additionally, this also increases the speed at which an NPC is interrogated. The ShotgunMastery Shotgun Mastery perk is meant to increase intimidation range by 50% with shotguns, but it is currently broken.

Ammunition[]

DeepPockets Deep Pockets increase reserve ammo by 5% each, up to a maximum of 100%. HiddenReserves Hidden Reserves grants access to the Concealed Ammo Vest, which increases reserve ammo by an additional 50% when equipped.

Damage[]

VitalTargets Vital Targets increases the base damage of all weapons by 5% each, up to a maximum of +100%. Each weapon class also has three training perks that increase the damage of that specific weapon type by 10% each, up to three times for +30%. Adding a suppressor to a weapon increases its damage by +5%, this is applied separately from perks. The highest damage increase for a weapon is +141.5% by combining all damage perks with a suppressor.

See also the Weapons page.

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