Category:Armor Traits

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Revision as of 13:51, 14 April 2024 by Zmeja (talk | contribs) (Switched Description to be pulled from page)

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 the purposes of AP+ Regeneration.
Confident +2 Charisma for the purposes of resisting Suppression rolls.
Courageous Completely immune against Suppression rolls.
Easier to Heal +25 Hit Points when being healed by First Aid
Electrified Melee Attackers against you will have to roll against AP Drain.
Faster Medic -25 base Action Points when performing First Aid or Doctor
Faster Reload -10% AP cost when reloading a weapon.
Harder to Heal -25 Hit Points when being healed by First Aid
Hit and Run Each time you spend Action Points you receive up to +30% decaying Run Speed.
Malus Rate of Fire Every attack costs 5% more Action Points to perform
Plated Gloves +2 Strength for the purposes of resisting Weapon Drop rolls.
+2 Endurance for the purposes of resisting Arm Cripple rolls.
+10% AP cost when reloading a weapon.
Power Armor -4 Agility for the purposes of AP+ Regeneration.
Be hit by twice the amount of bullets from bursts.
Lowers every Critical Roll on you by 4.
+4 Endurance for the purposes of calculating your Knockback resistance as well as AP Drain resistance.
Negative Damage Treshold penetration by ammunition does not apply to you.[Unsure]
Powered +3 Strength
If your armor is powered, you can run with weapons that usually only allow you to walk with them.
Psychopath Each time you inflict damage to an enemy you can see, you receive AP cost reduction
Quick Recovery Recover 0.4 seconds faster from Knockouts, as well as 10% faster from Winded, Suppression and Disoriented effects.
Restless +2 Agility for the purposes of AP+ Regeneration.
Run for Your Life Each time damage is inflicted to you, you receive up to +50% decaying Run Speed.
Sprinter The lower your Action Points, the faster your Run Speed.
Stealthy Adds +10% Sneak value effectiveness.
Stone Wall +2 Strength for the purposes of resisting Knockout rolls.
Strong Back +25 Carry Weight
+Armor-weight to your Carry Weight
Tin Can -2 Perception for the purposes of Sight Range.