Arm of the Archons

From DDO Compendium
Rune Arm 1 Icon.png Arm of the Archons
Rune Arm
Feat Required: Artificer Rune Arm Use!
Minimum Level: 13
Bound to Account 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: 2d6+2 + 1d2+1 per ART Level

Charge Tier 2: 2d8+3 + 1d4 per ART Level
Charge Tier 3: 2d10+4 + 1d6 per ART Level
Charge Tier 4: 2d12+5 + 1d8 per ART Level
Charge Tier 5: 2d14+6 + 1d10 per ART Level

  • Maximum Charge Tier: IV: The maximum charge tier of this Rune Arm is Tier IV.
  • Impulse +72: Passive: +72 Equipment bonus to Force, Physical, and Untyped Spells Spell Power.
  • Sheltering +3: +3 Enhancement bonus to Physical and Magical Resistance Ratings.
  • Rune Arm Imbue: Force IV: Wearing this Rune Arm will imbue any weapon you wield, dealing 2d6 force damage per hit. This damage scales with 200% Melee or Ranged Power (whichever is higher).
Augments: 
Green Augment Slot: Empty

Material: This item is made out of: Gem
Hardness: 18 Durability: 145

Description: It appears an intrepid Artificer once modified this piece of Armor into a Rune Arm; the ingenuity of House Cannith knows no bounds.
Arm of the Archons.png
Where To Find: The Archons' Trial (Heroic), End Chest
Related Items: