Category:Armor Traits: Difference between revisions
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| [[Bonus Critical Resistance (Armor Trait)|Bonus Critical Resistance]] || | | [[Bonus Critical Resistance (Armor Trait)|Bonus Critical Resistance]] || {{:Bonus Critical Resistance (Armor Trait)}} | ||
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| [[Bonus Rate of Fire (Armor Trait)|Bonus Rate of Fire]] || Every attack costs 5% '''less''' [[Action Points]] to perform | | [[Bonus Rate of Fire (Armor Trait)|Bonus Rate of Fire]] || Every attack costs 5% '''less''' [[Action Points]] to perform | ||
Revision as of 13:54, 5 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.

| 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 |
Pages in category "Armor Traits"
The following 25 pages are in this category, out of 25 total.
