Category:Armor Traits: Difference between revisions

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Each armor is defined by a set of armor traits in similar fashion to [[Weapon Traits|weapons]]. Causing Armor to not just be different in the [[Damage Mitigation | 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.
Each armor is defined by a set of armor traits in similar fashion to [[Weapon Traits|weapons]]. Causing Armor to not just be different in the [[Damage Mitigation | 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.
[[File:ArmorTraits.png|thumb|Armor Traits on a Combat Armor]]


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Revision as of 01:18, 17 October 2023

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
Quick Recovery Recover 0.4 seconds faster from KOs and KDs, and 10% faster from winded, suppression and disoriented
Stone Wall +2 strength in rolls to avoid knockouts. Knockback only half the distance
Sprinter Run faster. The lower current AP, the faster is the running speed (up to 25%)
Bonus Rate of Fire Every attack costs 5% less AP to perform
Malus Rate of Fire Every attack costs 5% more AP to perform
Psychopath Each time damage is inflicted to enemy, you receive AP cost reduction (1% per each each 5% of HP dmg inflicted, up to 20%)

Cost reduction bonus decays over 10 seconds

Confident +2 CH for suppression resist checks
Courageous 100% suppression resistance
Faster Reload -10% AP cost to reload
Plated Gloves +2 EN against arm cripple rolls

+2 ST against weapon drop rolls +10% AP cost to reload

Harder to heal -25 HP healing received from First Aid (can't go negative)
Easier to heal +25 HP healing received from First Aid
Faster medic Performing FA/Doc costs 25 less AP
Bulky -2 AG for Extra AP Regen calculations
Bonus Critical Resistance +1 LK for critical resistance (+5%)
Electrified Each melee attacker loses 10 AP and whole AP+ Regen (for 1 second) for each hit against you
Tin Can -2 PE for sight range calculation
Powered +3 ST

Can run with walk-only weapons

Power Armor -4 AG for AP regeneration calculations

No KO/KD, converted to winded instead ?? +20 to AP_Drain resistance ?? Twohex = true ?? bulletAmount +300

Restless +2 AG for Extra AP Regen calculations
Stealthy +10 to Sneak value while sneaking
Run for Your Life Up to +50% movement speed when received damage. Bonus scales the less %HP is left. Decays over 10 seconds
Hit and Run Bonus movement speed for each attack, up to 30%
Strong Back +25 and armor's weight to character's carry weight