Category:Armor Traits

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Revision as of 02:59, 17 October 2023 by Zmeja (talk | contribs)

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 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 AG for AP regeneration calculations

No KO/KD, converted to winded instead ?? +20 to AP_Drain resistance ?? Twohex = true ?? bulletAmount +300

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%)
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

Tin Can -2 PE for sight range calculation
Powered +3 ST

Can run with walk-only weapons

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
Strong Back +25 and armor's weight to character's carry weight