Category:Armor Traits: Difference between revisions
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| [[Electrified (Armor Trait)|Electrified]] || Each melee attacker rolls against [[AP Drain]] | | [[Electrified (Armor Trait)|Electrified]] || Each melee attacker rolls against [[AP Drain]] | ||
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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]] || Performing [[First Aid]] or [[Doctor]] costs 25 less base [[Action Points]] | ||
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| [[Faster Reload (Armor Trait)|Faster Reload]] || -10% [[Action Points]] cost to reload | | [[Faster Reload (Armor Trait)|Faster Reload]] || -10% [[Action Points]] cost to reload |
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 |
---|---|
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.