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Rune Arm

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Rune Arm concept art
Update11 screenshot-3.jpg

Contents

[edit] Overview

The Rune Arm (or Arm Cannon) is a kind of equipment implemented with Update 11 and the Artificer class. It goes into the secondary weapon/off hand slot and requires Artificer Rune Arm Use feat (Artificer level 2 class feat) to use.

Rune Arms can be used in the offhand (with a crossbow). The Rune arm has unique magical properties such as: Imbuing magical weapon damage to the main hand weapon attacks (and glancing blows with proficient Dwarven War Axe or Bastard Sword use), magical enhancements, and being modifiable via the Cannith Crafting system.

The Rune Arm also functions as a weapon as a free action (not restricting the users ability to cast or attack). The weapon uses Charges with five tiers, and these charges increase in damage the higher the tier (Rune Arms have a max tier level). Charges can be added standing still or while moving limited by the "Stable Charge Tier".

Rune Arms are currently only acquired by finishing certain quest chains, or in certain chests already known for dropping named and/or rare loot, such as the three dragon chests in Gianthold Tor; there are currently no randomly generated Rune Arms. The complete list of known Rune Arms, as well as their location, are below.

There are no vendors (general or pawn) who purchase Rune Arms. Therefore, only BTA/BTC on equip Rune Arms can be sold and only via the auction house/shard exchange.

Interaction with other classes

[edit] Crafting

Some Rune Arms can be enchanted further by applying Cannith crafted Shards. These Rune Arms will have the Craftable Rune Arm (+X) property which defines the maximum enchantment level it would permit.

On a Rune Arm crafting shards are applied as if it was a trinket, and adding crafting enchantments raises the minimum level requirement accordingly (2 levels per 1 enchantment level of shard applied; the minimum level will equal (the total enchantment level *2) -1). Currently the Minimum Level for crafted Rune Arms will not increase above 20, i.e. adding a +1 shard to ML 19 one makes it ML 20, not 21. The Bound Shard of Masterful Craftsmanship I works on Rune Arms to offset the Minimum Level increase and can actually lower the Minimum Level by 2 on a Rune Arm that has no other Shards applied.

The Disjunction Station in the crafting hall cannot reset a Rune Arm however, a Crafted Rune Arm can be reset in a Device Workstation using a Dust of Disjunction.

[edit] How it works

  • Can be worn together with one-handed weapons and crossbows (not bows)
  • Tapping the Alt button will start charging it up,
    tapping it again fires it. You can keymap a different button if you wish.
  • You can Toggle the Rune Arm Use feat on while on an actionbar to make it keep autocharging.
  • Damage will be affected by Artificer level and charge tier.
  • Rune Arms will give a bonus elemental damage to the weapon in your main hand.
  • Blocking with a charge reduces the charge to its maximum stable tier.
Quote:
Originally Posted by Eladrin Source
Each rune arm has a maximum tier - Thought Spike, for instance, can only charge up to Tier 2. That information will be added to their tooltips shortly.
Quote:
Originally Posted by Eladrin Source
Yes. (Technically it's the other way around - Max Tier sets the Imbue power. )

Rune arms are non-ki items. Spinning, loud, distracting, magical vortex generators damage my calm.

They can only be used with one handed items (as well as crossbows).

Quote:
Originally Posted by Eladrin Source
The caster's spell damage amplification effects and enhancements modify the rune arm's damage. Metamagics do not affect any of the rune arm spells at this time. They use your Artificer level as their caster level and your Intelligence modifier - it's more or less as if you were casting a spell through the relic. The spells count as having a level equal to their charge tier plus one.
  • This doesn't seem to match the in-game DC, see this thread.

[edit] Increasing Rune Arm damage

  • Items and enhancements that increase spell damage or create spell criticals also affect rune arm damage.
  • Runearms don't benefit from items with a bonus to caster level on Evocation (Infused Chaosrobe, Might of the Abishai).
  • Runearms don't benefit from Prestige Bonuses to caster level (Radiant Servant will not boost Candlelight/Coronach/Tira's Splendor, for instance).
  • Runearms do benefit from the Spellsinger's Song of Arcane Might.
  • The DC of Rune Arm blasts is:
10 + (Charge Tier + 1) + (INT modifier) + (Max Charge Tier - 1) + (Evocation Feat Bonuses)
  • Items that increase Evocation DC do not seem to modify Rune Arm DC.
  • Different Rune Arms can be resisted with different saves (Fortitude/Reflex/Will).

[edit] Table of named Rune Arms

As of Update 14, a total of 25 named Rune Arms have been added to the game. They most commonly appear in the end-reward lists in most chains or quests (Sharn Syndicate being the exception, which doesn't seem to award one). They may also be found in some other named loot/raid chests. Additional rune arms are available from the DDO Store (ML5 and ML13 variants, e.g. Greater Force Rune Arm).

Name ML Bind Blast Type Damage Type Enhancements Location
Chill of Winter (Level 13) 13 Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire Cold Bolts 13 3 Cold III 
  • Maximum Charge Tier: IV
  • Rune Arm Imbue: Cold IIIRune Arm Imbue: Cold III: Wearing this Rune Arm will imbue any weapon you wield, dealing 2d6 points of cold damage per hit.
  • Freezing Ice GuardFreezing Ice Guard: This item stores the pitiless immovable power of the ice deep within. When the wearer of this item is successfully attacked in melee, this power occasionally comes to the surface, attempting to freeze an enemy solid and encase them in ice.
  • Inherent (5) Cold ResistanceInherent (5) Cold Resistance: This property absorbs the first 5 stacking points of cold damage per attack that the wearer would normally take.
  • Craftable Rune Arm: (+5)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 4, which will increase the minimum level of this item. Once applied, these enchantments cannot be changed. Rune Arms cannot have their maximum potential increased.
Gianthold Tor, White Dragon chest
Chill of Winter (Level 23) 23 Bound to Character on EquipBound to Character on Equip: This item is Bound to Character on Equip Cold Bolts 23 4 Cold IV  Return to Gianthold Tor, White Dragon chest (Epic Normal)
Chill of Winter (Level 24) 24 Bound to Character on EquipBound to Character on Equip: This item is Bound to Character on Equip Cold Bolts 24 5 Cold V  Return to Gianthold Tor, White Dragon chest (Epic Hard)
Chill of Winter (Level 25) 25 Bound to Character on EquipBound to Character on Equip: This item is Bound to Character on Equip Cold Bolts 25 5 Cold V  Return to Gianthold Tor, White Dragon chest (Epic Elite)
Chulchannad's Claw 5 Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire Cold Bolts 05 1 Cold I 
  • Maximum Charge Tier: II
  • Rune Arm Imbue: Cold IRune Arm Imbue: Cold I: Wearing this Rune Arm will imbue any weapon you wield, dealing 1d4 points of cold damage per hit.
  • Cold Absorption 10%Cold Absorption 10%: Passive: 10% Enhancement Bonus to Cold Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
  • Inherent Cold Resistance - 10Inherent Cold Resistance - 10: This item provides a +10 Insight bonus to your Cold resistance.
  • 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 2, which will increase the minimum level of this item. Once applied, these enchantments cannot be changed. Rune Arms cannot have their maximum potential increased.
The Maleficent Cabal, End reward
The Devourer's Hunger 7 Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire Cold Bolts 07 2 Cold II 
  • Maximum Charge Tier: III
  • Rune Arm Imbue: Cold IIRune Arm Imbue: Cold II: Wearing this Rune Arm will imbue any weapon you wield, dealing 2d4 points of cold damage per hit.
  • Glaciation +48Glaciation +48: Provides a +48 Equipment bonus to the wearer's Cold Spell Power.
  • False LifeFalse Life: Grants the wearer +10 maximum hit points.
  • 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.
Cult of the Six, End reward
The Turmoil Within (Level 13) 13 Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire Acid Shot 13 3 Acid III  Gianthold Tor, Black Dragon chest
Corruption of Nature (Level 15) 15 Bound to Character on EquipBound to Character on Equip: This item is Bound to Character on Equip Acid Shot 15 3 Acid III  Outbreak, End chest
Corruption of Nature (Level 16) 16 Bound to Character on EquipBound to Character on Equip: This item is Bound to Character on Equip Acid Shot 16 3 Acid III  Outbreak, End chest
Glorious Obscenity 17 Bound to AccountBound to Account: This item is Bound to Account Acid Shot 17 4 Acid IV  Reign of Madness, End reward
Corruption of Nature (Level 17) 17 Bound to Character on EquipBound to Character on Equip: This item is Bound to Character on Equip Acid Shot 17 4 Acid IV  Outbreak, End chest
Corruption of Nature (Level 22) 22 Bound to Character on EquipBound to Character on Equip: This item is Bound to Character on Equip Acid Shot 22 4 Acid IV  Outbreak, End chest
The Turmoil Within (Level 23) 23 Bound to Character on EquipBound to Character on Equip: This item is Bound to Character on Equip Acid Shot 23 4 Acid IV  Return to Gianthold Tor, Black Dragon chest (Epic Normal)
Corruption of Nature (Level 23) 23 Bound to Character on EquipBound to Character on Equip: This item is Bound to Character on Equip Acid Shot 23 5 Acid V  Outbreak, End chest
Corruption of Nature (Level 24) 24 Bound to Character on EquipBound to Character on Equip: This item is Bound to Character on Equip Acid Shot 24 5 Acid V  Outbreak, End chest
The Turmoil Within (Level 24) 24 Bound to Character on EquipBound to Character on Equip: This item is Bound to Character on Equip Acid Shot 24 5 Acid V  Return to Gianthold Tor, Black Dragon chest (Epic Hard)
The Turmoil Within (Level 25) 25 Bound to Character on EquipBound to Character on Equip: This item is Bound to Character on Equip Acid Shot 25 5 Acid V  Return to Gianthold Tor, Black Dragon chest (Epic Elite)
The Pea Shooter 7 Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire Acid Shot 07 2 Acid II  Into the Deep, End reward
Arcing Sky (Level 13) 13 Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire Electrical Blast 13 3 Electrical III  Gianthold Tor, Blue Dragon
Toven's Hammer 19 Bound to Character on AcquireBound to Character on Acquire: This item is Bound to Character on Acquire Electrical Storm 19 4 Electrical IV 
  • Maximum Charge Tier: V
  • Rune Arm Imbue: Electrical IVRune Arm Imbue: Electrical IV: Wearing this Rune Arm will imbue any weapon you wield, dealing 2d8 points of electrical damage per hit.
  • Lightning Strike WeaponsLightning Strike Weapons: While wearing this item, your melee and ranged weapons gain Hit Effect: This item stores the power of a volatile thunderstorm deep within. Occasionally, this dynamic power comes to the surface, devastating enemies with a massive lighting strike.
  • Potency +48Potency +48: Provides a +48 Equipment bonus to the wearer's Universal Spell Power.
  • Exceptional Fortification (10%)Exceptional Fortification (10%): This item produces a magical force that protects vital areas of the wearer more effectively. When a critical hit or sneak attack is scored on the wearer, there is a 10% chance that the critical hit or sneak attack is negated and the damage is instead rolled normally. This ability is considered an Insight bonus when determining stacking with other sources of fortification.
  • Missing Parts
  • Craftable Rune Arm: (+5)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 5, which will increase the minimum level of this item. Once applied, these enchantments cannot be changed. Rune Arms cannot have their maximum potential increased.
The Master Artificer, Rightside End Chest
Arcing Sky (Level 23) 23 Bound to Character on EquipBound to Character on Equip: This item is Bound to Character on Equip Electrical Blast 23 4 Electrical IV  Return to Gianthold Tor, Blue Dragon chest (Epic Normal)
Arcing Sky (Level 24) 24 Bound to Character on EquipBound to Character on Equip: This item is Bound to Character on Equip Electrical Blast 24 5 Electrical V  Return to Gianthold Tor, Blue Dragon chest (Epic Hard)
St. Mu'Ray's Fire 24 Bound to Character on AcquireBound to Character on Acquire: This item is Bound to Character on Acquire Electrical Storm 24 6 Electrical VI  Precious Cargo, End chest
Arcing Sky (Level 25) 25 Bound to Character on EquipBound to Character on Equip: This item is Bound to Character on Equip Electrical Blast 25 5 Electrical V  Return to Gianthold Tor, Blue Dragon chest (Epic Elite)
Flicker 3 Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire Electrical Lash 03 1 Electrical I 
  • Maximum Charge Tier: II
  • Rune Arm Imbue: Electrical IRune Arm Imbue: Electrical I: Wearing this Rune Arm will imbue any weapon you wield, dealing 1d4 points of electrical damage per hit.
  • Reflex Save +2Reflex Save +2: This item gives a +2 Resistance bonus to your Reflex saves.
  • Power IIPower II: This item grants the wearer +20 maximum spell points. Favored Souls and Sorcerers gain double spell points from this item.
  • Craftable Rune Arm: (+2)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 2, which will increase the minimum level of this item. Once applied, these enchantments cannot be changed. Rune Arms cannot have their maximum potential increased.
The Seal of Shan-To-Kor, End reward
Chimera's Breath 5 Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire Electrical Blast 05 2 Electrical II 
  • Maximum Charge Tier: III
  • Rune Arm Imbue: Electrical IIRune Arm Imbue: Electrical II: Wearing this Rune Arm will imbue any weapon you wield, dealing 2d4 points of electrical damage per hit.
  • Proficiency: Bastard Sword
  • Diehard
  • 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.
Sentinels of Stormreach, End reward
The Disciplinator 9 Bound to Character on AcquireBound to Character on Acquire: This item is Bound to Character on Acquire Electrical Lash 09 2 Electrical II 
  • Maximum Charge Tier: III
  • Rune Arm Imbue: Electrical IIRune Arm Imbue: Electrical II: Wearing this Rune Arm will imbue any weapon you wield, dealing 2d4 points of electrical damage per hit.
  • Smiting Weapons
  • Exceptional Fortification (10%)Exceptional Fortification (10%): This item produces a magical force that protects vital areas of the wearer more effectively. When a critical hit or sneak attack is scored on the wearer, there is a 10% chance that the critical hit or sneak attack is negated and the damage is instead rolled normally. This ability is considered an Insight bonus when determining stacking with other sources of fortification.
  • Craftable Rune Arm: (+4)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.
Plane of Night, Raid warded chest
Tira's Splendor 15 Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire Light Spirals 15 4 Light IV 
  • Maximum Charge Tier: V
  • Rune Arm Imbue: Light IVRune Arm Imbue: Light IV: Wearing this Rune Arm will imbue any weapon you wield, dealing 2d6 points of light damage per hit.
  • Healing Amplification - 20%Healing Amplification - 20%: This effect amplifies all incoming positive energy healing by 20% (includes spells, potions, and other effects).
  • DeathblockDeathblock: The wearer of this item is immune to all death spells and magical death effects.
  • Tira's SplendorAny weapon you wield becomes able to bypass silver damage reduction.
  • Embodiment of LawChaotic aligned characters equipping this item suffer a temporary negative level until the item is removed.
  • Craftable Rune Arm: (+5)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 5, which will increase the minimum level of this item. Once applied, these enchantments cannot be changed. Rune Arms cannot have their maximum potential increased.
The Subterrane - Central, Garamol chest
Candlelight 3 Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire Light Spirals 03 1 Light I 
  • Maximum Charge Tier: II
  • Rune Arm Imbue: Light IRune Arm Imbue: Light I: Wearing this Rune Arm will imbue any weapon you wield, dealing 1d2 points of light damage per hit.
  • Lesser Undead GuardLesser Undead Guard: This armor burns those Undead that attack the wearer, causing 1d8 Good damage on a successful melee attack.
  • Lesser False LifeLesser False Life: Grants the wearer +5 maximum hit points.
  • Craftable Rune Arm: (+2)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 2, which will increase the minimum level of this item. Once applied, these enchantments cannot be changed. Rune Arms cannot have their maximum potential increased.
Catacombs, End reward
Coronach 7 Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire Light Spirals 07 2 Light II 
  • Maximum Charge Tier: III
  • Rune Arm Imbue: Light IIRune Arm Imbue: Light II: Wearing this Rune Arm will imbue any weapon you wield, dealing 1d4 points of light damage per hit.
  • Life Shield
  • Coronach
  • 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.
Delera's Tomb, End reward
Flame Warden 1 Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire Fire Blast 01 1 Fire I 
  • Maximum Charge Tier: II
  • Rune Arm Imbue: Fire IRune Arm Imbue: Fire I: Wearing this Rune Arm will imbue any weapon you wield, dealing 1d4 points of fire damage per hit.
  • Lesser Fire ResistanceLesser Fire Resistance: This property absorbs the first 3 points of fire damage per attack that the wearer would normally take.
  • Reflex Save +1Reflex Save +1: This item gives a +1 Resistance bonus to your Reflex saves.
  • Craftable Rune Arm: (+2)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 2, which will increase the minimum level of this item. Once applied, these enchantments cannot be changed. Rune Arms cannot have their maximum potential increased.
The Lost Seekers, End reward
Trial by Fire 11 Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire Fire Blast 11 2 Fire II 
  • Maximum Charge Tier: III
  • 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.
  • Vitality +20Vitality +20: Passive: +20 Vitality bonus to Hit Points.
  • Inherent (5) Fire ResistanceInherent (5) Fire Resistance: This property absorbs the first 5 stacking points of fire damage per attack that the wearer would normally take.
  • Craftable Rune Arm: (+4)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.
Attack on Stormreach, End reward
Animus 19 Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire Exploding Fire Shot 19 4 Fire IV 
  • Maximum Charge Tier: V
  • Rune Arm Imbue: Fire IVRune Arm Imbue: Fire IV: Wearing this Rune Arm will imbue any weapon you wield, dealing 2d8 points of fire damage per hit.
  • Exploding Fire Shot
  • Banishing Weapons
  • Taint of EvilTaint of Evil: Good aligned characters equipping this item suffer a temporary negative level until the item is removed.
  • Craftable Rune Arm: (+5)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 5, which will increase the minimum level of this item. Once applied, these enchantments cannot be changed. Rune Arms cannot have their maximum potential increased.
Devil Assault (quest), End Chest
Glass Cannon (Level 24) 24 Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire Exploding Cannon Shot 24 0 Fire V, Bludgeon V  Treasure of Crystal Cove, Turn in Euphonia's Barter Box
Khyber's Fury 5 Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire Exploding Fire Shot 05 1 Fire I 
  • Maximum Charge Tier: II
  • Rune Arm Imbue: Fire IRune Arm Imbue: Fire I: Wearing this Rune Arm will imbue any weapon you wield, dealing 1d4 points of fire damage per hit.
  • Fortification 75%Fortification 75%: This suit of armor or shield produces a magical force that protects vital areas of the wearer much more effectively. When a critical hit or sneak attack is scored on the wearer, there is a 75% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
  • 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 2, which will increase the minimum level of this item. Once applied, these enchantments cannot be changed. Rune Arms cannot have their maximum potential increased.
Assault on Splinterskull, End reward
Strinati's Hand Cannon 5 Bound to Character on EquipBound to Character on Equip: This item is Bound to Character on Equip Exploding Cannon Shot 05 2 Fire II 
  • Maximum Charge Tier: III
  • 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.
  • 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.
  • 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.
Three-Barrel Cove, Cannoneer Strinati's Chest (Rare Encounter)
Hand of the Tombs 9 Bound to Character on EquipBound to Character on Equip: This item is Bound to Character on Equip Exploding Fire Shot 09 2 Fire II 
  • Maximum Charge Tier: III
  • 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.
  • Disrupting Weapons
  • Inherent (5) Fire ResistanceInherent (5) Fire Resistance: This property absorbs the first 5 stacking points of fire damage per attack that the wearer would normally take.
  • Craftable Rune Arm: (+4)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.
The Chamber of Raiyum, Treasure Chamber
Thought Spike 1 Bound to Character on AcquireBound to Character on Acquire: This item is Bound to Character on Acquire Force Shot 01 1 Force I 
  • Maximum Charge Tier: II
  • Rune Arm Imbue: Force IRune Arm Imbue: Force I: Wearing this Rune Arm will imbue any weapon you wield, dealing 1d2 points of Force damage per hit.
  • Will Save +1Will Save +1: This item gives a +1 Resistance bonus to your Will saves.
  • Craftable Rune Arm: (+2)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 2, which will increase the minimum level of this item. Once applied, these enchantments cannot be changed. Rune Arms cannot have their maximum potential increased.
Redemption, End reward
Titan's Fist 11 Bound to Character on AcquireBound to Character on Acquire: This item is Bound to Character on Acquire Force Shot 11 3 Force III 
  • Maximum Charge Tier: IV
  • Rune Arm Imbue: Force IIIRune Arm Imbue: Force III: Wearing this Rune Arm will imbue any weapon you wield, dealing 2d4 points of force damage per hit.
  • Intelligence +6Intelligence +6: This item focuses the power of the wearer's mind, granting a +6 enhancement bonus to Intelligence.
  • Kinetic Lore VKinetic Lore V: Passive: Your Force, Physical and Untyped spells gain a +15% Equipment bonus to their chance to critical hit.
  • Craftable Rune Arm: (+4)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 4, which will increase the minimum level of this item. Once applied, these enchantments cannot be changed. Rune Arms cannot have their maximum potential increased.
The Titan Awakes, Raid Warded chest
Greater Force Rune Arm 13 Bound to Character on AcquireBound to Character on Acquire: This item is Bound to Character on Acquire Force Shot 13 3 Force III 
  • Craftable Rune Arm: (+5)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 4, which will increase the minimum level of this item. Once applied, these enchantments cannot be changed. Rune Arms cannot have their maximum potential increased.
DDO Store, Not available anywhere else
Lucid Dreams 19 Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire Force Shot 19 4 Force IV 
  • Maximum Charge Tier: V
  • Rune Arm Imbue: Force IVRune Arm Imbue: Force IV: Wearing this Rune Arm will imbue any weapon you wield, dealing 2d6 points of force damage per hit.
  • Nightmare GuardNightmare Guard: This item has a chance to terrorizing foes that hit you, applying a Mind Thrust effect, when you are hit by them (dealing 5d8 force damage, Will save vs. Enchantments negates). It may also expose your foes to their greatest fears, acting as a Phantasmal Killer spell.
  • Potency +48Potency +48: Provides a +48 Equipment bonus to the wearer's Universal Spell Power.
  • Spell Lore VISpell Lore VI: Passive: All of your spells gain a +6% Equipment bonus to their chance to critical hit.
  • Mind DrainMind Drain: This item reduces your maximum spell points by 5% while worn.
  • Will Save -2Will Save -2: This item gives a -2 Resistance bonus to your Will saves.
  • Craftable Rune Arm: (+5)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 5, which will increase the minimum level of this item. Once applied, these enchantments cannot be changed. Rune Arms cannot have their maximum potential increased.
The Mindsunder, Disc locked optional end chest
Archaic Device 20 Bound to Character on EquipBound to Character on Equip: This item is Bound to Character on Equip or Bound to Character on AcquireBound to Character on Acquire: This item is Bound to Character on Acquire Force Shot 20 4 Force IV  The Lost Thread, End chest ; Menace of the Underdark: The Darkening, Quest chain end reward
Recoyle 9 Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire Force Shot 09 2 Force II 
  • Maximum Charge Tier: III
  • Rune Arm Imbue: Force IIRune Arm Imbue: Force II: Wearing this Rune Arm will imbue any weapon you wield, dealing 1d4 points of force damage per hit.
  • Impulse +54Impulse +54: Provides a +54 Equipment bonus to the wearer's Force, Untyped, Slashing, Piercing, and Bludgeoning Spell Power.
  • Anathema
  • Craftable Rune Arm: (+4)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.
The Abandoned Excavation, End reward
Knives Eternal 28 Bound to Character on AcquireBound to Character on Acquire: This item is Bound to Character on Acquire Knife Shot 28 0 Knife Shot VI  The Mark of Death, Warded chest

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