High-powered magnet: Difference between revisions
JulesLetters (talk | contribs) Add drop note |
combine new information into main section, add 5% rate |
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* Has been modded less than 3 times | * Has been modded less than 3 times | ||
A {{Name}} will "[[magnetized|magnetize]]" them, allowing them to be equipped in the [[List_of_Body_Parts#Floating_Nearby|Floating nearby]] equipment slot. Because applying magnetized to the item counts as a mod, items that can otherwise be magnetized cannot be if they already have 3 mods. | A {{Name}} will "[[magnetized|magnetize]]" them, allowing them to be equipped in the [[List_of_Body_Parts#Floating_Nearby|Floating nearby]] equipment slot. Because applying magnetized to the item counts as a mod, items that can otherwise be magnetized cannot be if they already have 3 mods. | ||
There is a 5% chance that a {{F|pulsed field magnet}} will drop one upon death. | |||
== Notable Magnetizable Items == | == Notable Magnetizable Items == | ||
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* Fullerite, crysteel, or zetachrome armor (though weapons and shields of the same material magnetize fine) | * Fullerite, crysteel, or zetachrome armor (though weapons and shields of the same material magnetize fine) | ||
* {{f|Thermo cask}} or {{f|High-energy thermo cask}} | * {{f|Thermo cask}} or {{f|High-energy thermo cask}} | ||