Category:Armor Traits: Difference between revisions

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| [[Psychopath (Armor Trait)|Psychopath]] || {{:Psychopath (Armor Trait)}}
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Latest revision as of 13:54, 14 April 2024

Each armor is defined by a set of armor traits in similar fashion to weapons. Causing Armor to not just be different in the Resistances and Armor Class that they give, but also applying a variety of gameplay effects. Those effects are either passive or activate upon certain conditions (e.g.: receiving damage). Traits are active as long as character keeps on wearing armor with given effects.

Armor Traits on a Combat Armor
Armor Traits
Name Effect
Bonus Critical Resistance +1 Luck for the purposes of Critical Resistance.
Bonus Rate of Fire Every attack costs 5% less Action Points to perform
Bulky -2 Agility for the purposes of AP+ Regeneration.
Confident +2 Charisma for the purposes of resisting Suppression rolls.
Courageous Completely immune against Suppression rolls.
Easier to Heal +25 Hit Points when being healed by First Aid
Electrified Melee Attackers against you will have to roll against AP Drain.
Faster Medic -25 base Action Points when performing First Aid or Doctor
Faster Reload -10% AP cost when reloading a weapon.
Harder to Heal -25 Hit Points when being healed by First Aid
Hit and Run Each time you spend Action Points you receive up to +30% decaying Run Speed.
Malus Rate of Fire Every attack costs 5% more Action Points to perform
Plated Gloves +2 Strength for the purposes of resisting Weapon Drop rolls.
+2 Endurance for the purposes of resisting Arm Cripple rolls.
+10% AP cost when reloading a weapon.
Power Armor -4 Agility for the purposes of AP+ Regeneration.
Be hit by twice the amount of bullets from bursts.
Lowers every Critical Roll on you by 4.
+4 Endurance for the purposes of calculating your Knockback resistance as well as AP Drain resistance.
Negative Damage Treshold penetration by ammunition does not apply to you.[Unsure]
Psychopath Each time you inflict damage to an enemy you can see, you receive AP cost reduction
Quick Recovery Recover 0.4 seconds faster from Knockouts, as well as 10% faster from Winded, Suppression and Disoriented effects.
Restless +2 Agility for the purposes of AP+ Regeneration.
Run for Your Life Each time damage is inflicted to you, you receive up to +50% decaying Run Speed.
Sprinter The lower your Action Points, the faster your Run Speed.
Stealthy Adds +10% Sneak value effectiveness.
Stone Wall +2 Strength for the purposes of resisting Knockout rolls.
Strong Back +25 Carry Weight
+Armor-weight to your Carry Weight
Tin Can -2 Perception for the purposes of Sight Range.