Category:Armor Traits: Difference between revisions
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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]] || +2 [[Endurance]] against [[Arm Cripple]] rolls<br>+2 [[Strength]] against [[Weapon Drop]] rolls<br>+10% [[Action Points]] cost to reload | ||
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| [[Power Armor (Armor Trait)|Power Armor]] || -4 | | [[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> | ||
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| [[ | | [[Powered (Armor Trait)|Powered]] || +3 [[Strength]]<br>Can run with walk-only weapons | ||
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| [[ | | [[Psychopath (Armor Trait)|Psychopath]] || Inflicting damage gives you up to 20% [[Action Points]] cost reduction | ||
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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]] | ||
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|[[ | | [[Restless (Armor Trait)|Restless]] || +2 [[Agility]] for [[AP+ Regeneration]] | ||
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|[[ | | [[Run for Your Life (Armor Trait)|Run for Your Life]] || Up to +50% [[Run Speed]] when receiving damage. | ||
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|[[ | | [[Sprinter (Armor Trait)|Sprinter]] || Spending [[Action Points]] gives up to 25% [[Run Speed]]. | ||
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|[[ | | [[Stealthy (Armor Trait)|Stealthy]] || +10% to [[Sneak]] effectiveness | ||
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|[[ | | [[Stone Wall (Armor Trait)|Stone Wall]] || +2 [[Strength]] against [[Knockouts]].<br>[[Knockback]] only half the distance | ||
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|[[ | | [[Strong Back (Armor Trait)|Strong Back]] || +25 and armor's weight to maximum [[Carry Weight]] | ||
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|[[ | | [[Tin Can (Armor Trait)|Tin Can]] || -2 [[Perception]] for [[Sight Range]] | ||
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Revision as of 03:06, 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.
Name | Effect |
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Bonus Critical Resistance | +1 Luck for Critical Resistance |
Bonus Rate of Fire | Every attack costs 5% less Action Points to perform |
Bulky | -2 Agility for AP+ Regeneration |
Confident | +2 Charisma for Suppression Resistance |
Courageous | 100% Suppression Resistance |
Easier to heal | +25 HP received from First Aid |
Electrified | Each melee attacker rolls against AP Drain |
Faster medic | Performing [[First Aid] or Doctor costs 25 less base Action Points |
Faster Reload | -10% Action Points cost to reload |
Harder to heal | -25 HP received from First Aid |
Hit and Run | Bonus Run Speed when using up Action Points, up to 30% |
Malus Rate of Fire | Every attack costs 5% more Action Points to perform |
Plated Gloves | +2 Endurance against Arm Cripple rolls +2 Strength against Weapon Drop rolls +10% Action Points cost to reload |
Power Armor | -4 Agility for AP+ Regeneration. Be hit by twice the amount of bullets from bursts. Lowers every Critical Roll on you by 4. +4 Endurance for Knockback resistance and AP Drain resistance. Negative Damage Treshold penetration by ammunition does not apply.[Unsure] |
Powered | +3 Strength Can run with walk-only weapons |
Psychopath | Inflicting damage gives you up to 20% Action Points cost reduction |
Quick Recovery | Recover 0.4 seconds faster from Knockouts and 10% faster from Winded, Suppression and Disoriented |
Restless | +2 Agility for AP+ Regeneration |
Run for Your Life | Up to +50% Run Speed when receiving damage. |
Sprinter | Spending Action Points gives up to 25% Run Speed. |
Stealthy | +10% to Sneak effectiveness |
Stone Wall | +2 Strength against Knockouts. Knockback only half the distance |
Strong Back | +25 and armor's weight to maximum Carry Weight |
Tin Can | -2 Perception for Sight Range |
Pages in category "Armor Traits"
The following 25 pages are in this category, out of 25 total.