Thought Spike

From DDO Compendium
Rune Arm 1 Icon.png Thought Spike
Rune Arm
Feat Required: Artificer Rune Arm Use!
Minimum Level: 1
Bound to Character 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: II: The maximum charge tier of this Rune Arm is Tier II.
  • Rune Arm Imbue: Force I: Wearing this Rune Arm will imbue any weapon you wield, dealing 1d2 force damage per hit. This damage scales with 200% Melee or Ranged Power (whichever is higher).
  • Will Save +1: This item gives a +1 Resistance bonus to your Will saves.
  • Craftable Rune Arm: This Rune Arm is craftable and can be customized using recipes at standard crafting devices after disjuncting.

Material: This item is made out of: Gem
Hardness: 11 Durability: 55

Description: Lars Heyton found this damaged Rune Arm deep within the Abandoned Cannith Manufactury.
Base Value: 425 Platinum0.25 lbs
Where To Find: 
  • Redemption, End Reward
  • Veteran Status I (Artificer): Receive after leveling to 4.
Extra Details: If received as part of a Veteran Status character creation, this also includes:
  • Starter: Starter equipment cannot be traded, sold, or crafted.