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}}