Magnetic core

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magnetic core
$
240.00
Commerce Value
15
lbs.
Weight
Complexity

5

Character

ç

ID?Use this ID to Wish for the item

MagneticCore

Spawns in

Items

[Implant] - magnetic core

Laminated metal is bound as concentric spheres, softening magnetic eddies and powering near-field orbits.

You gain an additional Floating Nearby equipment slot.

Target body parts: Body
License points: 4
Only compatible with True Kin genotypes

Perfect
Cybernetic Info
License point cost

4

Slots

Body

Destroyed when removed

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:

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

This section is opinion-based. Your mileage may vary.

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
black mote 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 mutating gaze of gamma moths or the barrage of HE Missiles commonly fired by chrome pyramids. The chance of getting randomly teleported to another zone by the mote(s) can be mitigated through the use of ontological anchors or an installed anomaly fumigator, for as long as the user is Astrally burdened they will not be randomly teleported by the motes. However, this comes at the cost of deactivating the motes' ability to absorb projectiles, though the DV boost will remain. Alternatively, if the user would rather keep the absorption chance, an installed onboard recoiler can allow the user to return to their previous zone whenever they are teleported by the motes.
quantum mote 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 metamorphic polygel more easily than most others. In addtion, the +1 or more to all saves can help protect the user against certain particularly deadly if failed saves. Such saves include but are not limited to:
hoversled 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 ruins and baroque ruins or the deep jungle and Palladium Reef. Additionally, the extra carry weight can be useful for when the user is using a large number of items with high carry weight. Such as 4 or more simultaneous two-handed melee weapons, achievable with an equipped helping hands and installed giant hands. Or 4 two-handed ranged weapons such as phase cannons or chain lasers, which can be similarly equipped through the use of giant hands and an installed gun rack
flamethrower 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 spaser rifles and spaser pistols. Or alternativity by simply allowing for up to 4 flamethrowers to be equipped at a single time, a strategy which if bolstered with an equipped thermo cask or injected blaze injector can let the user almost instantly kill any creature which isn't immune/highly resistant to heat damage.
gas tumbler 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 stun gas grenades, sleep gas grenades or plasma grenades substantially more effective. Especially when augmented with grafted mirror arms and an installed micromanipulator array. Additionally, if the user is willing to engage with the cooking system, gas tumblers can be used to augment the various gas-breath mutations obtainable from cooking with breathbeard or elder breathbeard glands. Most notably Poison Breath and Corrosive Breath; both of which become significantly more damaging the thicker the generated gas is.
carbide plate armor Grants 5 additional ♦AV(although with a penalty of -5○DV) 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 cathedra with sapphire tracery, penetrating radar or holographic visage without needing to spend as much time gathering credit wedges. Multiple chords can be obtained without needing to kill more than one Nephilim by using spiral borers (obtainable from Schemasoft [mid-tier] utility) to dig down to lower stratum in order to find and kill player-cryoclones, which spawn with an identical copy of the player's inventory.
bounding boots

rocket skates

ninefold boots

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 bounding boots and rocket skates respectively to infinitely sprint at three times the user's movement speed. An interaction which can be further supplemented with magnetized ninefold boots, which base their teleportation on how often the user moves. Essentially meaning that with high enough movement speed, the user would have the ability to move across an entire zone or more before a single turn elapses. Additionally having an extra floating nearby slot for magnetized feet slot gear can help mitigate the downside of motorized treads, which under normal circumstances prevents the user from equipping any such gear.

palladium mesh tabard 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 social coprocessor which allows the user to recruit one additional companion per 100 units of compute power, or stasis entangler which with 100 compute power has the base cooldown of its entangle ability cut in half.

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.