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]]. 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. | ||
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Revision as of 01:13, 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 |
---|---|
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 |
Pages in category "Armor Traits"
The following 25 pages are in this category, out of 25 total.