High-powered magnet: Difference between revisions

From Caves of Qud Wiki
Jump to navigation Jump to search
mNo edit summary
(Added section on notable magnetizable or not items)
Line 31: Line 31:
* 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.
== 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.
* [[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 floating prevents them from being [[Jacked]].
* High tier melee weapons and shields can be magnetized where armor of tiers above Carbide cannot. Two-handed melee weapons magnetize to use only a single Floating Nearby slot.
* Most guns can be magnetized, but being floating prevents them from being [[Jacked]].
* [[Mechanical wings]] can be magnetized to provide flight from a Floating Nearby slot, as can [[Anti-gravity boots]]
== Notably Non-Magnetizable Items ==
* Fullerite, Crysteel, or Zetachrome armor (though weapons and shields magnetize fine)
* [[Thermo cask]] or [[High-energy thermo cask]]

Revision as of 19:47, 14 August 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.

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.
  • 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 floating prevents them from being Jacked.
  • High tier melee weapons and shields can be magnetized where armor of tiers above Carbide cannot. Two-handed melee weapons magnetize to use only a single Floating Nearby slot.
  • Most guns can be magnetized, but being floating prevents them from being Jacked.
  • Mechanical wings can be magnetized to provide flight from a Floating Nearby slot, as can Anti-gravity boots

Notably Non-Magnetizable Items