Category:Armor Traits: Difference between revisions

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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]] || Every attack costs 5% '''less''' [[Action Points]] to perform

Revision as of 13:54, 5 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 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