Grid Armor Mk II Grid Armor Mk II  QL 111        
No DropVisibleHas Multiple CountSocial ArmorDisable Statel Collision
Requirements:
To EquipUserProfession== Fixer and
UserBreaking and entry>= 254 and
UserTime and space>= 380 and
UserMatter metamorphosis>= 533

Modifier:
On Equip
User Modify Melee AC 750
User Modify Projectile AC 750
User Modify Energy AC 750
User Modify Fire AC 750
User Modify Cold AC 750
User Modify Radiation AC 750
User Modify Chemical AC 750
User Modify Poison AC 750
User Modify Melee damage modifier 7
User Modify Projectile damage modifier 7
User Modify Energy damage modifier 7
User Modify Cold damage modifier 7
User Modify Fire damage modifier 7
User Modify Chemical damage modifier 7
User Modify Radiation damage modifier 7
User Modify Poison damage modifier 7
User Modify Defense modifier 1250
User Modify Evade close 120
User Modify Duck explosives 120
User Modify Dodge ranged 120
User Modify NCU memory 50
User Modify Max health 75
User Modify Nano resist 100

Misc. Attributes
Value:
1

NECK
BACK
RSHOUL
BODY
LSHOUL
RARM
HANDS
LARM
RWRIST
LEGS
LWRIST
RFING
FEET
LFING

Description

This device is used by fixers to transfer their physical body (but not equipment) almost completely into the Grid, yet retain a presence in the real world. The link between the Grid and reality is maintained by a Multi-Spatial Phasing Beacon. What is left of the fixer in the real world is a semi-solid web of energy that the fixer controls as easily as they would their own body. When in this state, the only way the fixer can be damaged is if the Multi-Spatial Phasing Beacon is itself damaged, which hovers in the center of the energy web. A symbiotic link is maintained between the fixer and the Beacon while this device is worn - if the Beacon is destroyed, the fixer will die. However, given the small size of the Beacon, the majority of attacks tend to be avoided.


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