User:Lone Aristocrat/Sandbox
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15 lbs. Weight | |
Complexity
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5 |
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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
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License point cost
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No results |
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Slots
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No results |
Destroyed when removed
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No results |
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 black mote provides the user with an extremely high bonus to DV as well as effective projectile immunity, | |
| Each equipped quantum mote provides the user with 1 DV, 1 AV + | |
| Provides the user with 5 addational AV when magnitized and equipped, granting the user substantial extra protection and allowing the user to more easily use | |
| Nephilim chords | |
| Can be |
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.
Chiral rings unlike nearly all other floating nearby eligible items, notably costs 3 slots, though in return provide the user with a skill-agnostic source of
dismemberment. The dismemberment itself affects all creatures that are both directly adjacent to the user, whether diagonally or along one of the 4 cardinal directions and on the same relative elevation. Meaning that if the user is flying such as through the use of
anti-gravity boots nearby grounded creatures will be unaffected by the rings, with the same principle applying if the user is adjacent to any creatures which are currently flying. In addition, only creatures which are in the same phase as the user will be affected by the rings. However, if the rings are modified to be phase-harmonic, or the user is otherwise made omniphase, such as through the use of
phase harmonic modulator, the rings will become capable of dismembering regardless of the user's or target's current phase-state.
Each nearby creature has a 10%(13% if the rings are overloaded) to be dismembered every regular turn, extra actions from high quickness or movement speed such as from having an installed
inflatable axons or
cathedra with black opal tracery respectively, are not counted. The chance applies to all adjacent creatures, meaning that multiple creatures could be dismembered in a single turn, with such an outcome becoming increasingly likely the more hostile creatures that the user is directly adjacent to.
The effect of the rings is automatic and does not cost actions to utilize, to that end, the dismemberment will continue to function even when the user is otherwise completely incapacitated from effects like stun or prone. Potentially saving the user with a lucky dismemberment or two when facing certain foes such as
galgals or
ogre apes, though not with nearly the same reliability as cybernetics like
anchor spikes and
reactive cranial plating which provide specialized immunity to incapacitating effects.
Adjacent creatures which are encased in a
stasis field such as through using
stasis projector or
stasis entangler will not be affected by the rings, however, creatures which are similarly incapacitated by being frozen with gear such as
freeze raies or
di-thermo beams are still vulnerable to dismemberment.
Related strategies
- The rings will remain fully operational while the user is frozen, meaning that if the user were to detonate a
freeze grenade when surrounded by hostile creatures,
tri-hologram bracelet
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 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. This essentially means
- Being able to temporarily increase ego in order to get better prices from merchants.
- Being able to massively boost the effectiveness of the

