Grid Armor Mk III Grid Armor Mk III  QL 142        
No DropVisibleHas Multiple CountSocial ArmorDisable Statel Collision
Requirements:
To EquipUserProfession== Fixer and
UserBreaking and entry>= 315 and
UserTime and space>= 472 and
UserMatter metamorphosis>= 644

Modifier:
On Equip
User Modify Melee AC 1250
User Modify Projectile AC 1250
User Modify Energy AC 1250
User Modify Fire AC 1250
User Modify Cold AC 1250
User Modify Radiation AC 1250
User Modify Chemical AC 1250
User Modify Poison AC 1250
User Modify Melee damage modifier 12
User Modify Projectile damage modifier 12
User Modify Energy damage modifier 12
User Modify Cold damage modifier 12
User Modify Fire damage modifier 12
User Modify Chemical damage modifier 12
User Modify Radiation damage modifier 12
User Modify Poison damage modifier 12
User Modify Defense modifier 1600
User Modify Evade close 136
User Modify Duck explosives 136
User Modify Dodge ranged 136
User Modify NCU memory 75
User Modify Max health 100
User Modify Nano resist 150

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.


AO Universe Guides

Initial check for guides... please wait.

Comments

Must be signed in to comment