Category:Armor Traits: Difference between revisions
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! Name !! Effect | ! Name !! Effect | ||
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| [[ | | [[Bonus Critical Resistance (Armor Trait)|Bonus Critical Resistance]] || {{:Bonus Critical Resistance (Armor Trait)}} | ||
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| [[ | | [[Bonus Rate of Fire (Armor Trait)|Bonus Rate of Fire]] || {{:Bonus Rate of Fire (Armor Trait)}} | ||
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|[[ | | [[Bulky (Armor Trait)|Bulky]] || {{:Bulky (Armor Trait)}} | ||
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|[[ | | [[Confident (Armor Trait)|Confident]] || {{:Confident (Armor Trait)}} | ||
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|[[ | | [[Courageous (Armor Trait)|Courageous]] || {{:Courageous (Armor Trait)}} | ||
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|[[ | | [[Easier to Heal (Armor Trait)|Easier to Heal]] || {{:Easier to Heal (Armor Trait)}} | ||
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|[[ | | [[Electrified (Armor Trait)|Electrified]] || {{:Electrified (Armor Trait)}} | ||
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|[[ | | [[Faster Medic (Armor Trait)|Faster Medic]] || {{:Faster Medic (Armor Trait)}} | ||
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|[[Faster Reload (Armor Trait)|Faster Reload]] | | [[Faster Reload (Armor Trait)|Faster Reload]] || {{:Faster Reload (Armor Trait)}} | ||
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|[[ | | [[Harder to Heal (Armor Trait)|Harder to Heal]] || {{:Harder to Heal (Armor Trait)}} | ||
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|[[ | | [[Hit and Run (Armor Trait)|Hit and Run]] || {{:Hit and Run (Armor Trait)}} | ||
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|[[ | | [[Malus Rate of Fire (Armor Trait)|Malus Rate of Fire]] || {{:Malus Rate of Fire (Armor Trait)}} | ||
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|[[ | | [[Plated Gloves (Armor Trait)|Plated Gloves]] || {{:Plated Gloves (Armor Trait)}} | ||
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|[[ | | [[Power Armor (Armor Trait)|Power Armor]] || {{:Power Armor (Armor Trait)}} | ||
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|[[ | | [[Psychopath (Armor Trait)|Psychopath]] || {{:Psychopath (Armor Trait)}} | ||
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|[[ | | [[Quick Recovery (Armor Trait)|Quick Recovery]] || {{:Quick Recovery (Armor Trait)}} | ||
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|[[ | | [[Restless (Armor Trait)|Restless]] || {{:Restless (Armor Trait)}} | ||
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|[[ | | [[Run for Your Life (Armor Trait)|Run for Your Life]] || {{:Run for Your Life (Armor Trait)}} | ||
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|[[ | | [[Sprinter (Armor Trait)|Sprinter]] || {{:Sprinter (Armor Trait)}} | ||
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|[[ | | [[Stealthy (Armor Trait)|Stealthy]] || {{:Stealthy (Armor Trait)}} | ||
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|[[ | | [[Stone Wall (Armor Trait)|Stone Wall]] || {{:Stone Wall (Armor Trait)}} | ||
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|[[ | | [[Strong Back (Armor Trait)|Strong Back]] || {{:Strong Back (Armor Trait)}} | ||
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|[[ | | [[Tin Can (Armor Trait)|Tin Can]] || {{:Tin Can (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.
Name | Effect |
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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. |
Pages in category "Armor Traits"
The following 25 pages are in this category, out of 25 total.