This is an old revision of the document!
Shields
Shields are a type of Equipment. Not to be confused with the Barrier generating Flickerfields, Shields are your traditional hand held physical barricade that help block or deflect blows.
Shields serve as a unique type of Equipment, providing some bonuses passively, even when Holstered and further bonuses when Equipped in a Hand Slot. Below you will find the necessary information to interpret the above table and use Shields in game.
Shield Name
The Shield Name is the name of the [Item]. This can be used to search the [Item] on the website.
Archetype
[Archetype] is a mechanical term, defining what type of [Item] it is. This is mostly used to specify between different types of [Items]. All [Shields] are the [Shield] [Archetype].
Requirements
The [Requirements] of a [Shield] are the [Stats] required to [Equip] or [Holster] the [Item]. This is typically [Brawn].
Drag
The [Drag] of a [Shield] reduces the [Speed] of the user while it is [Holstered] or [Equipped].
Hardpoints
The [Hardpoints] of a [Shield] reflects how many [Mods] can be installed. See Mod for more information.
Upkeep
The [Upkeep] of a [Shield] is how expensive it is to maintain. [Upkeep] is paid at the start of every [Cycle], otherwise the [Shield] will cease to function.
Effects
The [Effects] of a [Shield] are the unique rules and effects it conveys to the [Entity] using the [Shield]. See the specific [Shield] for additional information.
Product Line
The Product Line is what corporation makes this specific line of [Shields]. There are always many competing products, and many of the Corporations have different versions, some similar, some wildy different.
Subtype
[Subtype] is a mechanical term, defining what type of an [Archetype] it is. This is mostly used to specify between different types of [Shields], most commonly by [Mods]. [Shields] come in [Light], [Medium], [Heavy] and [Industrial] [Subtypes].
Armour (A) / Ward (W) / Resolve (R)
[Armour], [Ward] and [Resolve] are [Ratings], primarily used to [Mitigate] [Damage]. A [Shield] provides it's [Armour], [Ward] and [Resolve] to the [Entity] if it is [Equipped] or [Holstered].
Clunk
The [Clunk] of a [Shield] reduces the [Evasion] of the user while it is [Holstered] or [Equipped].
Value
The [Value] of a [Shield] reflects it's financial worth, in [Credits]. While various merchants and vendors may adjust the prices to acquire their goods, the cost to buy or sell a [Shield] is based on it's [Value].
Traits
The [Traits] of a [Shield] are [Abilities]. They effect how it is used, or the [Entity] using the [Shield]. See the specific [Trait's] page for additional information.
Find below links to all available Shields.
Shields by Subtype
Light Shields
- Buckler - old
- Arcane Diffuser - old
- Round Shield - old
Medium Shields
- Mod-Shield - old
- Energy Shield - old
- Tower Shield - old
Heavy Shields
- Combat Barricade - old
- Welding Guard - old
