High-powered magnet: Difference between revisions

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== Notable Magnetizable Items ==
== 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. Currently, 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|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. Currently, 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.
* {{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.
* [[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]].
* {{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. Two-handed melee weapons magnetize to use only a single Floating Nearby slot.
* 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 magnetized prevents them from being [[Jacked]].
* 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]]
* {{f|Mechanical wings}} can be magnetized to provide flight from a Floating Nearby slot, as can {{f|Anti-gravity boots}}


== Notable Non-Magnetizable Items ==
== Notable Non-Magnetizable Items ==
* Fullerite, Crysteel, or Zetachrome armor (though weapons and shields of the same material magnetize fine)
* Fullerite, Crysteel, or Zetachrome armor (though weapons and shields of the same material magnetize fine)
* [[Thermo cask]] or [[High-energy thermo cask]]
* {{f|Thermo cask}} or {{f|High-energy thermo cask}}

Revision as of 21:52, 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. Currently, 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. Two-handed melee weapons magnetize to 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