Auno.org: 18.8.62 | Live servers: 18.8.62

Item Database - Shadowweb Spinner MK VI

Shadowweb Spinner MK VI Icon #218755 By drawing upon the powers of the Shadowlands, a Shadowweb Spinner generates a protective and augmenting barrier around the fixer. The spatial displacement properties of the Shadowweb make it more challenging to successfully attack the fixer, while the mild force field provides additional protection against those attacks that do land.
Although it harnesses the power of the Shadowlands to create the Shadowweb, the Shadowweb Spinner is fully operational on Rubi-Ka.
This Shadowweb Spinner will exist for 6 hours before it dissipates into nothingness.
[NODROP][SPECIAL]
Flags Visible, Has Multiple Count, No Drop, Disable Statel Collision
Can Carry, Wear
Patch 15.0.1
QL
1
Change QL:
Type Armor
Slot Back
Value 1
Equip time 5s
Mass 1kg
Max health 1000000
Requirements
To Equip User Profession == Fixer and
User Agility >= 736 and
User Sense >= 604 and
User Level >= 201 and
User Expansion sets & Shadowlands and
User Specialization & Fourth
Effects
On Equip User Modify Max health 170  
User Modify Projectile AC 815  
User Modify Melee AC 815  
User Modify Energy AC 815  
User Modify Chemical AC 815  
User Modify Radiation AC 815  
User Modify Cold AC 815  
User Modify Poison AC 815  
User Modify Fire AC 815  
User Modify Nano resist 135  
User Modify NCU memory 45  
User Modify Defense modifier 320  
User Modify Projectile damage modifier 23  
User Modify Melee damage modifier 23  
User Modify Energy damage modifier 23  
User Modify Chemical damage modifier 23  
User Modify Radiation damage modifier 23  
User Modify Cold damage modifier 23  
User Modify Fire damage modifier 23  
User Modify Poison damage modifier 23  
Comments
Flink @ 2004-07-02 20:04
aw....the stats of MK VI should really be the ones of MK V ,at least, if not a little nerfed in ACs, they belong to MK IV for it to make sense.
I mean, the DMS modifier is terrible and only makes you notice it, when used with a totally designed Add All Def layout in your implants, clothes, etc..
The DMG modifier is ok, but the ACs are far too low to make up for the small amount of DMS you get for it.
But then again, it's just my personal opinion, and other ppl swear it works.. if used from MK VII on and with as much Add All Def in any items you wear, implant, etc. And if you get the nano skills to put it on w/o having to look for a trader/MP all the time.
zyx21 @ 2005-02-18 09:39
But its still cool.
crzyboy88 @ 2006-01-02 06:31
The only nerfing all these SWS need is the nano skills needed to cast it...
pra02jd @ 2006-09-18 14:16
Great item. AC's, damage, nano resist, def mod, max health, NCU - if you hadn't already noticed :).

Def mod set up is the natural way to go for a fixer through symbiants or even implants (with little else to chose from in these slots). Fixers tend not to rely on AC's too much anyway, not getting hit will keep you alive for longer.

When you reach the level lock you will be able to self cast this without too much trouble and there is always CI.
Gaiaterra @ 2007-07-17 14:04
My fixer at lvl 175 or so could already self SWS VI. Don't think nanoskills are a problem for decently equiped fixers (mine is far from being a twink, got no AI armor or anything obscure/expensive like hell). I'd change lvllocks frankly.
Post a comment
You are not logged in. Anonymous users can not post comments.Please log in to continue.