Exploding Cannon Shot
|Target:||Foe, Directional, Breakable|
|Description:||Fires a conjured stone projectile that explodes when it strikes an enemy or object. Opponents in the blast radius take both bludgeoning and fire damage.|
|Charge Tier I:||4 to 10 + 1d2 per Artificer Level|
|Charge Tier II:||5 to 15 + 1d4 per Artificer Level|
|Charge Tier III:||6 to 20 + 1d6 per Artificer Level|
|| Artificer Rune Arm Use
|Use Magical Device DC
||No UMD needed
||Bound to Character on EquipBound to Character on Equip: This item is Bound to Character on Equip
||65 / 65
||GemGem: Items made of gem are generally extremely durable and have a very high hardness. Most commonly used to make trinkets and docents.
||Three-Barrel Cove, Cannoneer Strinati's Chest (Rare Encounter)
- Maximum Charge Tier: III
- Exploding Cannon Shot
- Wizardry IIWizardry II: This item grants the wearer +50 maximum spell points. Sorcerers and Favored Souls gain up to double spell points from items.
- Rune Arm Imbue: Fire IIRune Arm Imbue: Fire II: Wearing this Rune Arm will imbue any weapon you wield, dealing 2d4 points of fire damage per hit.
- Craftable Rune Arm: (+3)This Rune Arm is craftable and can be customized using recipes at standard crafting devices. This Rune Arm can hold up to one 'prefix' and one 'suffix' enchantment with a maximum total Enchantment level of 3, which will increase the minimum level of this item. Once applied, these enchantments cannot be changed. Rune Arms cannot have their maximum potential increased.
||Despite a long period of disuse spent resting in Cannoneer Strinati's watery grave, this rune arm still appears to be functional.
||Alongside Archaic Device and Hand of the Tombs, this is one of the few rune arms in game that does not bind on acquire.
Bind status can be reset by disjuncting item in trapmaking station.