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- While wielding a Rune Arm at Charge Tier 1:
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| 1 | 1 | 0 |
|
|
- Weapons wielding in the main hand gain:
- Gain:
- +1 bonus to confirm a critical hit
- +1 bonus to critical hit damage (before multipliers)
- +5% Doublestrike
- +5% Doubleshot
- Wielded Rune Arm gains:
- +1 Stable charge tier
- Grants:
- +8 Universal Spell Power when at Charge Tier 2
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| 1 | 1 | 5 |
- Battle Engineer
- Artificer 3
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|
- Equipped Armor gains:
- Equipped armor or docent grants:
- +5 Physical Resistance Rating
- -10% Arcane Spell Failure
- Artificer Infusions are not affected by Arcane Spell Failure, but this assists with scroll use.
- While wielding a Rune Arm
- +8 Universal Spell Power while at Charge Tier 3
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| 1 | 1 | 10 |
- Infused Weapons I
- Artificer 6
|
|
- Main Hand equipped weapon gains:
- While wielding a Crossbow, Bastard Sword, Dwarven Axe, Light Hammer, Warhammer, Morningstar:
- +1 Competence Bonus Critical Multiplier
- +1 to confirm a critical hit
- +1 damage from critical hits (before multipliers)
- Equipped Rune Arm gains:
- +1 Stable Charge Tier
- Grants +8 Universal Spell Power when at Charge Tier 4
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| 1 | 1 | 20 |
- Infused Armor I
- Artificer 12
|
|
- Equipped Armor gains
- Equipped armor or docent grants:
- +5 Physical Resistance Rating
- -10% Arcane Spell Failure
- Artificer Infusions are not affected by Arcane Spell Failure, but this assists with scroll use
- +15 Physical and Magical Resistance Rating
- When wielding a Rune Arm:
- +8 Universal Spell Power at Charge Tier 5
|
| 1 | 1 | 30 |
- Infused Weapons II
- Artificer 18
|
|
- +4 Intelligence
- +2 additional Enhancement Bonus of armor and equipped weapon in main hand
- Main Hand Equipped weapon is now:
- A Spellcasting Implement
- Provides a +3 Implement Bonus to Universal Spell Power for every +1 of Enhancement Bonus on the weapon.
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| 1 | 1 | 40 |
- Infused Armor II
- Artificer 20
|