Pulsed field magnet: Difference between revisions
imported>Trashmonks |
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| cold = 25 | | cold = 25 | ||
| heat = 25 | | heat = 25 | ||
| xpvalue = 625 | |||
| xptier = 5 | |||
| faction = {{creature faction|{{FactionID to name|Robots}}|100}} | | faction = {{creature faction|{{FactionID to name|Robots}}|100}} | ||
| demeanor = neutral | | demeanor = neutral |
Revision as of 13:34, 2 November 2020
This information is reliable as of patch 2.0.201.48. If this is no longer the current patch, you can help by updating it. |
Level: 25 | |
| |
Acid Res: 0 Elec Res: -50 Cold Res: 25 Heat Res: 25 | |
Character
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5 |
---|---|
ID?
|
Pulsed Field Magnet |
Faction
|
robots (Loved100 Reputation) |
Demeanor
|
neutral |
Gender
|
|
Mutations
|
|
| |
Mutations
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Corpse Dropped
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high-powered magnet(favilink error!) (5%) |
Experience?
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625 XP |
XP Tier
|
5 |
Role
|
Controller |
Extra info:
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A chrome obelisk bedims the floor in its gigantic shadow, and metal comes screeching to genuflect at its base.
Pulsed field magnets have the unique mutation Magnetic Pulse. Every few turns, a pulsed field magnet pulls all metal objects from the surrounding 16 squares towards itself, including items from the player's inventory. If you are affected by the pulsed field magnet's Magnetic Pulse, a message appears in the message log telling you that the items were ripped away from you. In some cases, this can pull dozens of items out of your inventory at a time.
The pulsed field magnet will use Magnetic Pulse regardless of whether or not it is hostile towards you, and occasionally a pulsed field magnet can spawn in a normally safe area, such as the Six Day Stilt.
There is a small chance that a pulsed field magnet will drop a High-powered magnet when it is destroyed.
Notes
- The pulsed field magnet's Magnetic Pulse effect does not pull equipped items away from you, it only pulls unequipped items from your inventory.
- One way to avoid having your metal items pulled away from you is to store them all in a chest, and then put the chest in your inventory.