Chiral rings

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chiral rings
Charge per Use

1003 Solar cell: 2 usesFidget cell: 2 usesLead-acid cell: 3 usesCombustion cell: 5 usesChem cell: 9 usesThermoelectric cell: 39 usesBiodynamic cell: 59 usesNuclear cell: 99 usesAntimatter cell: 199 usesMecha power core: 498 uses

Charge Used For

PoweredFloating [3], DismemberAdjacentHostiles [1000]

Complexity

6

Tier

7

<02457>

Can Disassemble

yes

Can Build

yes

Tinker Skill

Tinker III

Potential
Mods?Mods this item can support
(subject to additional logic & rules)

general, electronics

Character

*

ID?Use this ID to Wish for the item

Chiral Rings

Worn On

Floating Nearby

Uses Slots

Floating Nearby, Floating Nearby, Floating Nearby

Spawns in

Items

Extra Info:
chiral rings

Giant, flattened rings of hypercooled crysteel correlate their wearer to an astronomical body and serve as celestial equator, declination, and meridian. Their edges are filed on a nanon lathe and slice through orbiting debris.

Perfect

Chiral rings are an armor item which take up 3 Floating Nearby slots. When powered, equipped, and booted up, they have a 10% chance per turn to dismember an adjacent enemy at a cost of 1000 charge, or decapitate if the user has the appropriate skill learned. The chance stacks per adjacent enemy. Since they require 3 Floating Nearby slots, they can be equipped by True Kin who have completed the Tomb of the Eaters questline (which adds an additional Floating Nearby slot) and have a magnetic core installed, but can't be equipped by Mutated Humans. They may also be equipped by a golem oddity, which has three inherent Floating Nearby slots.