Difference between revisions of "Thought Spike"

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|update =Module 8
|details =
|details =
|upgradeable =  
|upgradeable =
|icon=Rune Arm 1
|weight= 0.25
|basevalue={{Price|425}}
}}
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Revision as of 18:22, 17 December 2018

Rune Arm 1 Icon.png Thought Spike
Rune Arm
Feat Required: Artificer Rune Arm Use!
Minimum Level: 1
Bound to Character on Acquire
Enchantments:
Spell Magic Missile Icon.pngForce Shot
Target: Foe, Directional,
School: Evocation
Spell Resistance: No
Fires a missile of force that damages your enemies. At higher charge levels multiple projectiles are fired in a spray. Opponents struck by these bolts receive a Will save for half damage.

Charge Tier 1: 3 to 6 + 1 per Artificer Level

Charge Tier 2: 5 to 11 + 1 to 2 per Artificer Level
Charge Tier 3: 6 to 16 + 1 to 4 per Artificer Level
Charge Tier 4: 7 to 21 + 1 to 6 per Artificer Level
Charge Tier 5: 8 to 26 + 1 to 8 per Artificer Level

  • Maximum Charge Tier: II: The maximum charge tier of this Rune Arm is Tier II.
  • Rune Arm Imbue: Force I: Wearing this Rune Arm will imbue any weapon you wield, dealing 1d2 force damage per hit. This damage scales with 200% Melee or Ranged Power (whichever is higher).
  • Will Save +1: This item gives a +1 Resistance bonus to your Will saves.
  • Craftable Rune Arm: This Rune Arm is craftable and can be customized using recipes at standard crafting devices after disjuncting.

Material: This item is made out of: Gem
Hardness: 11 Durability: 55

Description: Lars Heyton found this damaged Rune Arm deep within the Abandoned Cannith Manufactury.
Base Value: 425 Platinum0.25 lbs
Where To Find: Redemption, End Reward