Magnetic bottle

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magnetic bottle
$
200.00
Commerce Value
3
lbs.
Weight
Max Volume

1 drams

Charge per Use

3 Fidget cell: 833 usesSolar cell: 833 usesLead-acid cell: 1333 usesCombustion cell: 2000 usesChem cell: 3333 usesThermoelectric cell: 13333 usesBiodynamic cell: 20000 usesNuclear cell: 33333 usesAntimatter cell: 66666 usesMecha power core: 166666 uses

Charge Used For

NeutronFluxContainment

Complexity

4

Tier

6

<0246>

Can Disassemble

yes

Can Build

yes

Tinker Skill

Tinker II

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

general, electronics

Character

¿

ID?Use this ID to Wish for the item

Magnetic Bottle

Spawns in

Items

Extra Info:
magnetic bottle

Magnetic glass spike-warps the placid ferrofluids contained within.

When powered, this container can have neutron flux safely poured into it from any source, and neutron flux may be safely poured from this container into other suitable containers.

Perfect

As long as it's powered, a magnetic bottle allows you to safely store and transfer neutron flux. Neutron flux can be poured into it from any source, but a magnetic bottle can only pour neutron flux from it into a phial or leyline puppeteers. Attempting to pour into a non-suitable container will warn the player before confirming the action. If the bottle becomes unpowered while neutron flux is in it, the player will be interrupted with a popup and it must be re-powered or else it will explode. If it gets hit with EMP while neutron flux is in it, it will instantly explode. Adding the Electromagnetically-shielded mod will avoid this.