Magnetic core
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15 lbs. Weight | |
Complexity
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5 |
|---|---|
Character
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ç |
ID?
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MagneticCore |
Spawns in
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Infobox data from game version 2.0.207.72
| |
License point cost
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4 |
|---|---|
Slots
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Body |
Destroyed when removed
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No |
Magnetic core is a moderate cost cybernetic implant which upon installation grants the user an additional floating nearby slot.
The extra floating nearby slot is considered distinct from natural slots(for the purposes of unistalling) and can either be the user's 2nd or 3rd one in total, depending on whether the Tomb of the Eaters main story quest has been completed.
Unlike most other slots, items worn in floating nearby slots do not have their AV or DV averaged across all present slots of the same type. Meaning, that if the user were to equip three copies of a floating nearby item like
light-obfuscating lens, the user would benefit from each individually, netting a total DV bonus of 3, rather than 1. Additionally, floating nearby slots are eligible for items which are normally worn in other slots. In order to equip a non-standard item, the following criterium must be met:
- It must be metallic.
- It must weigh less than or equal to 100#(this can be partially circumvented by modifying the desired item to be slender or willowy).
- It must not have an internal power system like jacked.
- It must not have the gesticulating mod.
- It must be magnetized with a
high-powered magnet.
Items equipped in the floating nearby slots generally only take up single slot, even if the original item normally requires more than one. Such items include but are not limited to
VISAGEs and two-handed melee weapons. However, gigantic items, whether needing 2 or 4 hands to wield under normal circumstances, always take up exactly two floating nearby slots.
Advantages & Disadvantages
Advantages
- An additional floating nearby slot provides strong utility, especially as the user approaches the later game.
- Having two or more floating nearby slots provides the option of equipping a light-emitting item such as a
floating glowsphere or
symbiotic firefly in addition to another potentially useful piece of gear like a
point-defense drone or
hoversled. Opening up a variety of item synergy options, especially if the implant is found and installed during the early and midgame. - Certain items and mods require an empty floating nearby slot in order to be equipped. Having magnetic core installed allows the user to partially mitigate the downside of utilizing those items. Such items and mods include:
Disadvantages
- Various items which can be magnetized and equipped in the additional slot can alternatively be worn more than once with an installed
equipment rack without the need to track down an often-rare high-powered magnet. - Moderate cost can be a bit prohibitive, depending on the user's license tier and build goals.
- The implant itself does nothing without being supplemented by gear, limiting utility especially during the early and midgame without careful planning.
Notably Synergistic Gear
There are various pieces of gear which provide strong utility when equipped in the floating nearby slot.
Note that a portion of these items must be magnetized with a
high-powered magnet(obtainable from
Schemasoft [high-tier]) in order to be worn in the floating nearby slot.
| Equipment | Offered Utility |
|---|---|
| Having multiple equipped instances of the black mote provides the user with an exceptional bonus to DV along with a fairly high chance of absorbing any projectile which still get through, granting effective immunity. Greatly improving survivability against most foes, especially those with notably dangerous ranged attacks, such as the | |
Each equipped quantum mote provides the user with 1 DV, 1 AV +1 to all saves as well as a 6% boost to elemental resistances, which altogther grant a decently large bonus to general effectiveness. Notably and unlike most other items the user is guaranteed to obtain a quantum mote through the events of the main story quest Pax Klanq, I Presume?, allowing for the item to be obtained and potentially duplicated with
| |
| Grants the user up to 225 additional pounds of carry weight with three equipped hover sleds. Providing strong utility especially when the user is looking to travel in zones which are generally filled to the brim with valuable loot like the | |
| Under normal circumstances a single flamethrower costs both ranged weapon slots and the worn on back slot, somewhat limiting overall utility. However, magnetized flamethrowers only take up a single floating nearby slot, allowing for far more flexible use. Such as by letting the user more easily augment the heat damage of the flamethrower with weapons like | |
| Having one or more equipped gas tumblers allows the user to massively increase the density of any gases that they release. Potentially making certain grenades that rely on gas density for effectiveness like | |
| Grants 5 additional AV(although with a penalty of -5DV) when magnetized and equipped, providing substantial extra protection and allowing the user to more easily use various gear items which offer powerful effects or abilities but are otherwise hampered by poor defensive stats. Such items include but are not limited to: | |
| Nephilim chords | Each chord provides powerful specialized utility, though notably the ability to equip up to three chords at a time with magnetic core installed grants the unique opportunity to temporarily have an additional 18 license tier, allowing the user to simultaneously install a wide variety of powerful cybernetics such as |
|
Certain items equipped in the feet slot provide strong utility when used alongside one another, such as by allowing the user to combine the Springing and power skating effects granted by | |
| Provides the user up to an additional 90(117 if all three the tabards are overloaded) compute power. Greatly improving the effectiveness of various cybernetics. Most notably those which benefit from higher totals, such as |
Chiral rings
Installing magnetic core and completing the Tomb of the eaters quest allows the user to equip
chiral rings if desired, a piece of equipment which otherwise cannot be used by either genotype.
See more info on the relevant page.
Tips
- As long as the user ensures that
amaranthine prism is specifically equipped into the floating nearby slot provided by magnetic core, the implant can, by uninstalling and reinstalling, be used to equip and unequip the normally irremovable item at will. Opening up a large number of utility options, assuming the user is willing to wait each time for their Ego total to increase. Such utility includes:
- Being able to massively boost the effectiveness of the
Psychometry mutation which can be temporarily obtained either through
cooking with
sun-dried bananas or by eating from the
oven in
Ezra.
- Assuming the mutation starts at level 1 and the user has initial willpower and ego totals of 20 each, the user will then be able to temporarily raise their ego bonus to +12 without exhausting willpower, increasing the temporary mutation to level 13 which in-turn allows for any tier of item schematic to be learned.
- Being better able to exploit the bonus offered by the
Inspiring Presence skill.
- The skill bases its health boost on the user's Ego bonus at the time of recruitment, the extra max health will not be adjusted if the user happens to lose or gain ego after the fact. The only way to reset the total is to dismiss a given companion and re-recruit them. Essentially meaning that the user can use the temporary ego boost from the prism as a way to give new companions a sizeable semi-permanent boost to their health totals, greatly improving survivability.
- Potentially being able to recruit certain powerful creatures earlier with the
Proselytize skill. - Being able to temporarily increase ego in order to get better prices from merchants.
- Being able to massively boost the effectiveness of the

