Chiral rings

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chiral rings
Charge per Use

1003 Solar cell: 2 usesFidget cell: 2 usesLead-acid cell: 3 usesCombustion cell: 5 usesChem cell: 9 usesThermoelectric cell: 39 usesBiodynamic cell: 59 usesNuclear cell: 99 usesAntimatter cell: 199 usesMecha power core: 498 uses

Charge Used For

PoweredFloating [3], DismemberAdjacentHostiles [1000]

Complexity

6

Tier

7

<02457>

Can Disassemble

yes

Can Build

yes

Tinker Skill

Tinker III

Potential
Mods?Mods this item can support
(subject to additional logic & rules)

general, electronics

Character

*

ID?Use this ID to Wish for the item

Chiral Rings

Worn On

Floating Nearby

Uses Slots

Floating Nearby, Floating Nearby, Floating Nearby

Spawns in

Items

Extra Info:
chiral rings

Giant, flattened rings of hypercooled crysteel correlate their wearer to an astronomical body and serve as celestial equator, declination, and meridian. Their edges are filed on a nanon lathe and slice through orbiting debris.

Perfect

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(though it may also equipped by a golem oddity, which has three inherent Floating Nearby slots).

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. Each dismemberment preformed by the rings costs 1000 charge.

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.