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- Your equipped rune arm grants you +8 Universal Spell Power when it is charged to Charge Tier 1.
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| 1 | 1 | 0 |
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- You equipped weapon in your main hand gains +1 to its Enhancement Bonus.
- You gain +1 bonus to your attack roll to confirm a critical hit, and a +1 bonus to the damage of your critical hits (before multipliers).
- Your equipped rune arm gains +1 stable charge tier. In addition, it grants you an additional +8 Universal Spell Power when it is charged to Charge Tier 2, for a total of +16.
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| 1 | 1 | 5 |
- Battle Engineer
- Artificer 3
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- Your equipped armor gains +1 to its Enhancement Bonus.
- Your equipped armor or docent grants you +5 Physical Resistance Rating and -10% Arcane Spell Failure.
- Artificer Infusions are not affected by Arcane Spell Failure, but this assists with scroll use.
- Your equipped rune arm grants you an additional +8 Universal Spell Power whit it is charged to Charge Tier 3, for a total of +24.
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| 1 | 1 | 10 |
- Infused Weapons I
- Artificer 6
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- You equipped weapon in your main hand gains and additional +1 to its Enhancement Bonus, for a total of +2.
- You gain an additional +1 bonus to your attack roll to confirm a critical hit, and an additional +1 bonus to the damage of your critical hits (before multipliers), for a total of +2.
- Your equipped rune arm gains +1 stable charge tier. In addition, it grants you an additional +8 Universal Spell Power when it is charged to Charge Tier 4, for a total of +32.
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| 1 | 1 | 20 |
- Infused Armor I
- Artificer 12
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- Your equipped armor gains and additional +1 to its Enhancement Bonus, for a total of +2.
- Your equipped armor or docent grants you an additional +5 Physical Resistance Rating, for a total of +10 and an additional -10% Arcane Spell Failure, for a total of -20%.
- Artificer Infusions are not affected by Arcane Spell Failure, but this assists with scroll use.
- You gain and additional +15 Physical and Magical Resistance Rating innately, regardless of your Armor.
- Your equipped rune arm grants you an additional +8 Universal Spell Power when it is charged to Charge Tier 5, for a total of +40.
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| 1 | 1 | 30 |
- Infused Weapons II
- Artificer 18
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- +4 Intelligence
- The Enhancement Bonus of your armor and your equipped weapon in your main hand are each increased by an additional +2, for a total of +3.
- You gain a +1 Competence Bonus Critical Multiplier with Crossbows, Bastard Swords, Dwarven Axes, Light Hammers, Warhammers, and Morningstarts.
- Your equipped weapon in your main hand is now a Spellcasting Implement, providing 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
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