Feat Required: Artificer Rune Are Use!
Minimum Level: 15 Bound to Account on Acquire
Enchantments:
 | Gold Shot Target: Foe, Directional, Breakable Duration: Instantaneous School: Evocation Spell Resistance: No Fires a glob of molten gold at your enemies that sticks to your foes or the ground. At higher charge tiers additional enemies can be stuck. Opponents struck by this receive a Reflex save for half damage. |
| Charge Tier 1: 4 to 10 + 1 to 2 per Artificer Level
Charge Tier 2: 5 to 15 + 1 to 4 per Artificer Level
Charge Tier 3: 6 to 20 + 1 to 6 per Artificer Level
Charge Tier 4: 7 to 25 + 1 to 8 per Artificer Level
Charge Tier 5: 8 to 30 + 1 to 10 per Artificer Level
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- Maximum Charge Tier: III: The maximum charge tier of this Rune Arm is Tier III.
- Potency +60: Passive: +60 Equipment Bonus to All Types of Spell Power. (Universal Spell Power is a different statistic.)
- Exceptional Alluring Skill Bonus +5: +5 Exceptional bonus to Bluff, Diplomacy, Haggle, Intimidate, and Perform.
- Combustion +94: Passive: +94 Equipment bonus to Fire Spell Power.
- Immunity to Fear: The wearer of this item is immune to all fear effects.
- Rune Arm Imbue: Fire IV: Wearing this Rune Arm will imbue any weapon you wield, dealing 2d8 fire damage per hit. This damage scales with 200% Melee or Ranged Power (whichever is higher).
- Empty Green Augment Slot: This item has a Green Augment Slot. It can be combined with a Blue or Yellow Augment. Augments can be found in treasure, acquired from Collector NPC's throughout the world, or be purchased on the DDO Store.
Material: This item is made out of: Gold Hardness: 25 Durability: 265
Description: It's made of... solid gold? What?
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