User:Lone Aristocrat/Sandbox

From Caves of Qud Wiki
Jump to navigation Jump to search
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

No results

Slots

No results

Destroyed when removed

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:

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 black mote provides the user with an extremely high bonus to DV as well as effective projectile immunity,
quantum mote Each equipped quantum mote provides the user with 1 ○DV, 1 ♦AV +
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 numner 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 achieved through the use of giant hands and an installed gun rack
flamethrower
gas tumbler
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:
spaser rifle
Nephilim chords
bounding boots

rocket skates

ninefold boots

motorized treads
palladium mesh tabard 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 even while the user is frozen. Essentially meaning that if the user were to detonate a freeze grenade when surrounded by hostile creatures, all adjacent targets including the user will be rendered immobile, allowing for the rings to greatly debilitate(or kill with the Decapitate skill ) without much risk. This tactic can be further augmented with blaze injectors supplemented by fire suppression system and intravenous ports, allowing the user to repeatedly detonate freeze grenades and wait for nearby creatures to be dismembered without becoming frozen or having to worry about the blaze injector ending prematurely from not moving.
  • tri-hologram bracelet and/or hologram bracelet can be used to partially mitigate incoming melee damage while waiting for hostile creatures to get dismembered. This is accomplished by activating either of the bracelets and then generating holograms on adjacent tiles. Hostile creatures will often prioritize any nearby holograms even when standing directly next to the user, greatly reducing the amount of melee damage taken each turn, allowing for the user to remain in dismemberment range without as much risk.
  • If the user has some means of consistently becoming phased, such as a steady supply of shade oil injectors, or a recipe with phase silk, the rings modified to be phase-harmonic can affect targets while the user is not in the same phase, allowing for nearby hostiles to be dismembered without an ounce of personal risk.

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.