High-powered magnet: Difference between revisions

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(Updated by egocarib with game version 2.0.206.57 using QBE v1.0rc2)
 
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<!-- START QBE: Autogenerated section - please leave this marker. See the [[QBE]] page for more information. -->
{{Item
{{Item
| title = {{Qud text|high-powered magnet}}
| title = {{Qud text|high-powered magnet}}
| image = highpowered magnet.png
| image = highpowered magnet.png
| weight = 5
| weight = 5
| featureweightinfo = yes
| commerce = 150
| commerce = 150
| id = High-Powered Magnet
| complexity = 0
| complexity = 0
| tier = 6
| tier = 6
Line 10: Line 13:
| candisassemble = yes
| candisassemble = yes
| colorstr = &amp;w
| colorstr = &amp;w
| tilecolors = cW
| renderstr = ♀
| renderstr = ♀
| id = High-Powered Magnet
| extra = {{Extra info|empsensitive = yes}}
| inheritingfrom = Item
| inheritingfrom = Item
| dynamictable = {{Dynamic object|Items|High-Powered Magnet}}
| desc = Iron fragments mottle its cankered surfaces.
| desc = Iron fragments mottle its cankered surfaces.
| categories = Items
| categories = Items
| gameversion = 2.0.206.57
}}
}}
[[Category:Floating Nearby]]
<!-- END QBE -->
When applied to an item which:
When applied to an item which:
* Is made of [[Item Properties#Metal|metal]]
* Is made of [[Item Properties#Metal|metal]]
* 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 [[List_of_Body_Parts#Floating_Nearby|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.
 
== Notable Magnetizable Items ==
* {{f|Carbide plate armor}} is the highest tier of standard armor that can be magnetized. It gives a high AV bonus at the cost of DV, and will add to your rather than averaging with your body armor defense since Floating Nearby is a different slot type. If you have multiple Floating Nearby slots, armor in those slots will not average even with other floating armors, meaning that each floating armor adds its full defenses to your total.
* {{f|Chassis plate}} (if [[fitted with suspensors]] to negate its weight) can provide very high AV at a fairly small DV penaltiy. However, as a [[gigantic]] item it will take two Floating Nearby slots to use.
* {{f|Precision nanon fingers}} can be magnetized, with their effect chance benefits stacking additively with any copies worn on any regular hands. However, being magnetized prevents them from being [[jacked]].
* High-tier melee weapons and shields can be magnetized where armor of tiers above carbide cannot. Magnetized two-handed melee weapons use only a single Floating Nearby slot.
* Most guns can be magnetized, but being magnetized prevents them from being [[jacked]].
* {{f|Mechanical wings}} can be magnetized to provide flight from a Floating Nearby slot, as can {{f|Anti-gravity boots}}.
 
== Notable Non-Magnetizable Items ==
* Fullerite, crysteel, or zetachrome armor (though weapons and shields of the same material magnetize fine)
* {{f|Thermo cask}} or {{f|High-energy thermo cask}}

Latest revision as of 02:58, 19 January 2024

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.

Notable Magnetizable Items

  • carbide plate armor is the highest tier of standard armor that can be magnetized. It gives a high AV bonus at the cost of DV, and will add to your rather than averaging with your body armor defense since Floating Nearby is a different slot type. If you have multiple Floating Nearby slots, armor in those slots will not average even with other floating armors, meaning that each floating armor adds its full defenses to your total.
  • chassis plate (if fitted with suspensors to negate its weight) can provide very high AV at a fairly small DV penaltiy. However, as a gigantic item it will take two Floating Nearby slots to use.
  • precision nanon fingers can be magnetized, with their effect chance benefits stacking additively with any copies worn on any regular hands. However, being magnetized prevents them from being jacked.
  • High-tier melee weapons and shields can be magnetized where armor of tiers above carbide cannot. Magnetized two-handed melee weapons use only a single Floating Nearby slot.
  • Most guns can be magnetized, but being magnetized prevents them from being jacked.
  • mechanical wings can be magnetized to provide flight from a Floating Nearby slot, as can anti-gravity boots.

Notable Non-Magnetizable Items