High-powered magnet: Difference between revisions
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EveryZig314 (talk | contribs) (Added section on notable magnetizable or not items) |
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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 "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 "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. | ||
== Notable Magnetizable Items == | |||
* [[Carbide plate armor]] is the highest tier of standard armor that can be magnetized. It gives a high AV bonus at the cost of DV, and will add to your rather than averaging with your body armor defense since Floating Nearby is a different slot type. | |||
* [[Chassis plate]] (if [[Fitted with suspensors]] to negate its weight) can provide very high AV at a fairly small DV penaltiy. However, as a [[Gigantic]] item it will take two Floating Nearby slots to use. | |||
* [[Precision nanon fingers]] can be magnetized, with their effect chance benefits stacking additively with any copies worn on any regular hands. However, being floating prevents them from being [[Jacked]]. | |||
* High tier melee weapons and shields can be magnetized where armor of tiers above Carbide cannot. Two-handed melee weapons magnetize to use only a single Floating Nearby slot. | |||
* Most guns can be magnetized, but being floating prevents them from being [[Jacked]]. | |||
* [[Mechanical wings]] can be magnetized to provide flight from a Floating Nearby slot, as can [[Anti-gravity boots]] | |||
== Notably Non-Magnetizable Items == | |||
* Fullerite, Crysteel, or Zetachrome armor (though weapons and shields magnetize fine) | |||
* [[Thermo cask]] or [[High-energy thermo cask]] |