Category:Armor Traits

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Revision as of 01:12, 17 October 2023 by Zmeja (talk | contribs) (Zmeja moved page Armor Traits to Category:Armor Traits without leaving a redirect)

Each armor is defined by a set of armor traits in similar fashion to 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.

Armor Traits
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