Category:Armor Traits: Difference between revisions

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| [[Bonus Critical Resistance (Armor Trait)|Bonus Critical Resistance]] || {{:Bonus Critical Resistance (Armor Trait)}}
| [[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
| [[Powered (Armor Trait)|Powered]] || {{:Powered (Armor Trait)}}
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| [[Psychopath (Armor Trait)|Psychopath]] || Inflicting damage gives you up to 20% [[Action Points]] cost reduction
| [[Psychopath (Armor Trait)|Psychopath]] || {{:Psychopath (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]]
| [[Quick Recovery (Armor Trait)|Quick Recovery]] || {{:Quick Recovery (Armor Trait)}}
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| [[Restless (Armor Trait)|Restless]] || +2 [[Agility]] for [[AP+ Regeneration]]
| [[Restless (Armor Trait)|Restless]] || {{:Restless (Armor Trait)}}
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| [[Run for Your Life (Armor Trait)|Run for Your Life]] || Up to +50% [[Run Speed]] when receiving damage.
| [[Run for Your Life (Armor Trait)|Run for Your Life]] || {{:Run for Your Life (Armor Trait)}}
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| [[Sprinter (Armor Trait)|Sprinter]] || Spending [[Action Points]] gives up to 25% [[Run Speed]].
| [[Sprinter (Armor Trait)|Sprinter]] || {{:Sprinter (Armor Trait)}}
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| [[Stealthy (Armor Trait)|Stealthy]] || +10% to [[Sneak]] effectiveness
| [[Stealthy (Armor Trait)|Stealthy]] || {{:Stealthy (Armor Trait)}}
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| [[Stone Wall (Armor Trait)|Stone Wall]] || +2 [[Strength]] against [[Knockouts]].<br>[[Knockback]] only half the distance
| [[Stone Wall (Armor Trait)|Stone Wall]] || {{:Stone Wall (Armor Trait)}}
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| [[Strong Back (Armor Trait)|Strong Back]] || +25 and armor's weight to maximum [[Carry Weight]]
| [[Strong Back (Armor Trait)|Strong Back]] || {{:Strong Back (Armor Trait)}}
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| [[Tin Can (Armor Trait)|Tin Can]] || -2 [[Perception]] for [[Sight Range]]
| [[Tin Can (Armor Trait)|Tin Can]] || {{:Tin Can (Armor Trait)}}
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Revision as of 13:51, 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]
Powered +3 Strength
If your armor is powered, you can run with weapons that usually only allow you to walk with them.
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.