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]] || +1 [[Luck]] for [[Critical Resistance]]
| [[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]] || Every attack costs 5% '''less''' [[Action Points]] to perform
| [[Bonus Rate of Fire (Armor Trait)|Bonus Rate of Fire]] || {{:Bonus Rate of Fire (Armor Trait)}}
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| [[Bulky (Armor Trait)|Bulky]] || -2 [[Agility]] for [[AP+ Regeneration]]
| [[Bulky (Armor Trait)|Bulky]] || {{:Bulky (Armor Trait)}}
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| [[Confident (Armor Trait)|Confident]] || +2 [[Charisma]] for [[Suppression Resistance]]
| [[Confident (Armor Trait)|Confident]] || {{:Confident (Armor Trait)}}
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| [[Courageous (Armor Trait)|Courageous]] ||100% [[Suppression Resistance]]
| [[Courageous (Armor Trait)|Courageous]] || {{:Courageous (Armor Trait)}}
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| [[Easier to heal (Armor Trait)|Easier to heal]] || +25 [[HP]] received from [[First Aid]]
| [[Easier to Heal (Armor Trait)|Easier to Heal]] || {{:Easier to Heal (Armor Trait)}}
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| [[Electrified (Armor Trait)|Electrified]] || Each melee attacker rolls against [[AP Drain]]
| [[Electrified (Armor Trait)|Electrified]] || {{:Electrified (Armor Trait)}}
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| [[Faster medic (Armor Trait)|Faster medic]] || Performing [[First Aid] or [[Doctor]] costs 25 less base [[Action Points]]
| [[Faster Medic (Armor Trait)|Faster Medic]] || {{:Faster Medic (Armor Trait)}}
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| [[Faster Reload (Armor Trait)|Faster Reload]] || -10% [[Action Points]] cost to reload
| [[Faster Reload (Armor Trait)|Faster Reload]] || {{:Faster Reload (Armor Trait)}}
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| [[Harder to heal (Armor Trait)|Harder to heal]] || -25 [[HP]] received from [[First Aid]]
| [[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]] || Bonus [[Run Speed]] when using up [[Action Points]], up to 30%
| [[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]] || Every attack costs 5% '''more''' [[Action Points]] to perform
| [[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]] || +2 [[Endurance]] against [[Arm Cripple]] rolls<br>+2 [[Strength]] against [[Weapon Drop]] rolls<br>+10% [[Action Points]] cost to reload
| [[Plated Gloves (Armor Trait)|Plated Gloves]] || {{:Plated Gloves (Armor Trait)}}
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| [[Power Armor (Armor Trait)|Power Armor]] || -4 [[Agility]] for [[AP+ Regeneration]].<br>Be hit by twice the amount of bullets from bursts.<br>Lowers every Critical Roll on you by 4.<br>+4 [[Endurance]] for [[Knockback]] resistance and [[AP Drain]] resistance.<br>Negative Damage Treshold penetration by ammunition does not apply.<sub>[Unsure]</sub><br>
| [[Power Armor (Armor Trait)|Power Armor]] || {{:Power Armor (Armor Trait)}}
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| [[Powered (Armor Trait)|Powered]] || +3 [[Strength]]<br>Can run with walk-only weapons
| [[Psychopath (Armor Trait)|Psychopath]] || {{:Psychopath (Armor Trait)}}
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| [[Psychopath (Armor Trait)|Psychopath]] || Inflicting damage gives you up to 20% [[Action Points]] cost reduction
| [[Quick Recovery (Armor Trait)|Quick Recovery]] || {{:Quick Recovery (Armor Trait)}}
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| [[Quick Recovery (Armor Trait)|Quick Recovery]]|| Recover 0.4 seconds faster from [[Knockouts]] and 10% faster from [[Winded]], [[Suppression]] and [[Disoriented]]
| [[Restless (Armor Trait)|Restless]] || {{:Restless (Armor Trait)}}
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| [[Restless (Armor Trait)|Restless]] || +2 [[Agility]] for [[AP+ Regeneration]]
| [[Run for Your Life (Armor Trait)|Run for Your Life]] || {{:Run for Your Life (Armor Trait)}}
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| [[Run for Your Life (Armor Trait)|Run for Your Life]] || Up to +50% [[Run Speed]] when receiving damage.
| [[Sprinter (Armor Trait)|Sprinter]] || {{:Sprinter (Armor Trait)}}
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| [[Sprinter (Armor Trait)|Sprinter]] || Spending [[Action Points]] gives up to 25% [[Run Speed]].
| [[Stealthy (Armor Trait)|Stealthy]] || {{:Stealthy (Armor Trait)}}
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| [[Stealthy (Armor Trait)|Stealthy]] || +10% to [[Sneak]] effectiveness
| [[Stone Wall (Armor Trait)|Stone Wall]] || {{:Stone Wall (Armor Trait)}}
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| [[Stone Wall (Armor Trait)|Stone Wall]] || +2 [[Strength]] against [[Knockouts]].<br>[[Knockback]] only half the distance
| [[Strong Back (Armor Trait)|Strong Back]] || {{:Strong Back (Armor Trait)}}
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| [[Strong Back (Armor Trait)|Strong Back]] || +25 and armor's weight to maximum [[Carry Weight]]
| [[Tin Can (Armor Trait)|Tin Can]] || {{:Tin Can (Armor Trait)}}
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| [[Tin Can (Armor Trait)|Tin Can]] || -2 [[Perception]] for [[Sight Range]]
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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.