Magnetized: Difference between revisions

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(Clarified what the purpose of this mod is. It' wasn't clear to someone who has not actually used it.)
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An item can become {{Name}} by applying a {{Favilink|high-powered magnet}} to it. This causes it to be equipped in the Floating Nearby slot instead of whatever slot(s) it would otherwise have been equipped in.
An item can become {{Name}} by applying a {{Favilink|high-powered magnet}} to it. This causes it to be equipped in the Floating Nearby slot instead of whatever slot(s) it would otherwise have been equipped in.
Worth noting is that the item will retain all of its effects, while simply being equipped into this slot instead. Armor will provide AV and DV, and weapons will attack, as if held in an extra hand.


{{Mod Navbox}}
{{Mod Navbox}}

Revision as of 05:05, 30 January 2021

This article has information that is missing or not up to par.
Reason: Does this take up a mod slot? What happens if you magnetize an already fully modded item?
magnetized
Category

General

Restrictions

Must be metal; must weigh 100# or less; must not be gesticulating; must not have integrated power systems, such as from being jacked; must be able to be unequipped

Tinkerable

no

AutotinkerableCan appear spontaneously on an
item you create with tinkering.

no

Value multiplier

2

+1

+1

ID

ModMagnetized

Magnetized: This item floats around you.

An item can become magnetized by applying a high-powered magnet to it. This causes it to be equipped in the Floating Nearby slot instead of whatever slot(s) it would otherwise have been equipped in.

Worth noting is that the item will retain all of its effects, while simply being equipped into this slot instead. Armor will provide AV and DV, and weapons will attack, as if held in an extra hand.