Powered Electromagnet

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This page contains spoilers for the Workshop. View at your own discretion.

Powered Electromagnet
Powered Electromagnet image.png
You are more likey to draw Mechanical Rooms while drafting.
Automatically collect and when entering a room.
― Item description

The Powered Electromagnet or Electro Magnet is a special item in Blue Prince. It is a contraption with several different effects, including its component Compass effect, a drafting effect that makes Mechanical Rooms more common, and the ability to attract coins and keys.

How to obtain

As a contraption, the Powered Electromagnet can only be obtained in the Workshop by combining the Compass and the Battery Pack.

Usage

The Powered Electromagnet as it appears on the drafting interface

Using the Compass to assemble the Powered Electromagnet will cause its effect to remain for the rest of the day, even if it is lost or never picked up.

The Powered Electromagnet has two other effects which properly belong to the item itself:

Mechanical Room attraction

While holding the Powered Electromagnet, it provides a drafting effect that causes Mechanical Rooms to be drawn more often. The Powered Electromagnet's model appears on the drafting interface while held, and vibrates whenever a Mechanical Room is drawn.

  • For some reason, this effect also applies to the Rotunda despite it not being a Mechanical Room.
  • [Datamined Information] This effect is a 40% Priority Draw.

Resource item attraction

When entering any room, any piles of coins or basic keys in that room are automatically collected and added to the players' resources, with no need to interact with them to pick them up.

  • This effect triggers strictly on entry; if there are any coins or keys present in the room where the Powered Electromagnet is acquired, or if coins or keys are spawned into a room which the player is currently in, e.g. due to opening a trunk, then the room must be exited and re-entered for the Powered Electromagnet to collect them.
  • Special keys are not automatically collected.
  • This can pick up items that would ordinarily be inaccessible in a room, e.g. behind the walls of the Chamber of Mirrors.

Interactions

  • The Powered Electromagnet may be stored in Coat Check or retained with the Moon Pendant like any other special item. Starting the day with the Powered Electromagnet in Coat Check, or with it already in the inventory due to the Moon Pendant, will cause the Compass to be unobtainable today. The Battery Pack is unaffected and can be obtained like usual.
    • While the Compass is unobtainable due to the Powered Electromagnet, the Compass' effect is enabled for the day as though the Powered Electromagnet were just assembled, even if it is stored in Coat Check and never collected.
  • The Powered Electromagnet disables the detection ability of the Metal Detector while held by preventing it from finding any items, not just coins and keys. The Metal Detector still adds additional coins and keys to drafted rooms, which are automatically collected by the Powered Electromagnet when entered.
  • [Locksmith Spoiler] Approaching the shop interface of the Locksmith with the Powered Electromagnet will rob it, automatically collecting all of the keys displayed at the back of the room. These keys are technically four separate objects which provide 6 each for a total of 24, though it occasionally is possible to receive fewer. Robbing the Locksmith this way disables its usually limitless supply of keys, both its 1 key and 3 key shop options, for the rest of the day.