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 08:59, 12 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