High-powered magnet: Difference between revisions

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(Updated by egocarib with game version 2.0.204.52 using QBE v1.0rc2)
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* Weighs less than or equal to 100{{pounds}}
* Weighs less than or equal to 100{{pounds}}
* Does not have [[gesticulating]]
* Does not have [[gesticulating]]
* Does not have onboard power systems (such as from the [[Jacked]] modification)
* Can be unequipped  
* Can be unequipped  
* Has been modded less than 3 times
* Has been modded less than 3 times
A {{Name}} will "[[magnetized|magnetize]]" them, allowing them to be equipped in the "Floating nearby" equipment slot. Because applying magnetized to the item counts as a mod, items that can otherwise be magnetized cannot be if they already have 3 mods.
A {{Name}} will "[[magnetized|magnetize]]" them, allowing them to be equipped in the "Floating nearby" equipment slot. Because applying magnetized to the item counts as a mod, items that can otherwise be magnetized cannot be if they already have 3 mods.

Revision as of 21:26, 10 March 2023

high-powered magnet
Highpowered magnet.png
$
150.00
Commerce Value
5
lbs.
Weight
Complexity

0

Tier

6

<0056>

Can Disassemble

yes

Can Build

yes

Tinker Skill

Tinker II

Character

ID?Use this ID to Wish for the item

High-Powered Magnet

Spawns in

Items

Extra Info:
high-powered magnet

Iron fragments mottle its cankered surfaces.

Perfect

When applied to an item which:

  • Is made of metal
  • Weighs less than or equal to 100#
  • Does not have gesticulating
  • Does not have onboard power systems (such as from the Jacked modification)
  • Can be unequipped
  • Has been modded less than 3 times

A high-powered magnet will "magnetize" them, allowing them to be equipped in the "Floating nearby" equipment slot. Because applying magnetized to the item counts as a mod, items that can otherwise be magnetized cannot be if they already have 3 mods.