Difference between revisions of "Tesla Armor"

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Revision as of 18:30, 13 April 2017

Tesla Armor
Tesla.gif
This shining armor provides superior protection against energy attacks. The three Tesla Attraction Coil Rods disperse a large percentage of directed energy attacks.
AC Bonus -30
Damage type Damage Resistance Damage Threshold
Normal 25 3
Laser 85 10
Fire 10 0
Plasma 75 10
Explode 20 1
Electrical 80 12
Weight 15875 grams
Base price 5045 caps
Crafting table
Tesla.gif x 1
Requirements Profession: Armorer: 2
Blueprints
Resources 1 x Mtlarmor.gif
1 x Alloys2.gif
4 x V15comp.gif
Tools Adv workbench.png
XP 320

This high-level Metal Armor adds more defence against Energy Weapons, but decreases the defence against Normal weapons. See also Tesla Helmet.

Discharge option is a recent feature implemented with the wipe of May 1, 2015. It is possible to charge a tesla armor by using traps skill on the armor to charge it with Micro Fusion Cells or Small Energy Cells; armor is also charged when taking energy damage or when a different Tesla Armor hits it with discharge. Discharge feature could be activated by binding a key for it.

Few facts about tesla discharge:
- AP cost: 5 (constant, not affected by any perks)
- base damage: 60 - 120
- damage type: electric
- damage radius: 7
- discharge cost: 100
- max armor charges: 500
- recharge cost: 1 MFC = 5, 1 SEC = 2 (use traps skill on armor)
- recharge value: 100 (when you use discharge it checks for critters in discharge range, recharge value is divided by the number of critters hit and this value is added as charge to tesla armor of every critter that is wearing it and is hit by discharge)
- tesla armor is charging from energy based damage (when you hit person wearing tesla armor with weapon dealing laser, plasma, electric, emp damage type his armor is charged by value equal to 25% of damage he receives)

You can buy blueprint from Rondo in Shady Sands for 75000 caps.

Obtaining