Breaking the Bank

From DDO Compendium
Rune Arm 4 Icon.png Breaking the Bank
Rune Arm
Feat Required: Artificer Rune Arm Use!
Minimum Level: 15
Bound to Account on Acquire
Enchantments:
Spell Gold Shot Icon.pngGold 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: 1d6+1 + 1 per ART Level

Charge Tier 2: 2d8+3 + 1d2 per ART Level
Charge Tier 3: 3d10+6 + 1d10 per ART Level
Charge Tier 4: 4d12+10 + 2d8 per ART Level
Charge Tier 5: 5d14+15 + 2d10 per ART Level

  • 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).
Augments: 
Green Augment Slot: Empty

Material: This item is made out of: Gold
Hardness: 25 Durability: 265

Description: It's made of... solid gold? What?
Base Value: 6,000 Platinum 1 Gold0.25 lbs
Breaking the Bank.png
Where To Find: Reach for the Sky (Heroic), End Chest
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