Rune Arm



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
 * Rune arms uncenter Monks
 * Rune arms break Druidic Oath

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.

Update 32 changes
Rune arms remain craftable with Update 32 and Masterful Craftsmanship will work as it does for Cannith Crafting by allowing an extra slot to be added instead of reducing the item's minimum level. This slot is called 'Cannith Crafting - Mark of House Cannith Slot' or simply the 'Extra Slot'. Like random generated loot and Cannith Crafting, if a rune arm is under you cannot add a  Slot to add an extra (enchantment) slot to the rune arm.

All craftable rune arms will be able to have one suffix and one prefix enchantment, and possibly one extra (aka Mark of House Cannith Slot). For the purposes of Cannith Crafting, rune arms are treated as trinkets and have all possible Cannith Crafting enchantments to choose from to be crafted onto the rune arm.

Unlike the rest of Cannith Crafting, Minimum Level Shards are not required to be applied to the rune arm before adding enchantment shards. In fact, Minimum Level Shards cannot be applied to rune arms because the minimum level of the Rune Arm is set by the item itself, and crafting enchantments onto the rune arm will not change the minimum level.

Existing rune arms will not be changed with the release of Update 32 unless they are disjuncted or exchanged / reset in a Device Workstation. Enchantments, including Masterful Craftsmanship I will remain intact when Update 32 goes live, unless the rune arm is cleansed or reset.

Certain non-crafted enchantments may be permanently lost if the rune arm is disjuncted in a Cannith Crafting Station.

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. Resetting a rune arm literally returns a new item, as if it had just been generated in a chest.

How it works

 * Can be worn together with one-handed weapons and crossbows (not bows) along with scrolls.
 * 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 action-bar to make it keep auto-charging.
 * Damage will be affected by Artificer level and charge tier.
 * Rune Arms will give bonus damage to the weapon in your main hand.
 * Moving or blocking with a charge reduces the charge to its maximum stable tier.


 * This doesn't seem to match the in-game DC, see.

Increasing damage

 * Items and enhancements that increase spell damage or create spell criticals also affect rune arm damage.
 * Rune Arms don't benefit from items with a bonus to caster level on Evocation (Infused Chaosrobe, Might of the Abishai).
 * Rune Arms don't benefit from Prestige Bonuses to caster level (Radiant Servant will not boost Candlelight/Coronach/Tira's Splendor, for instance).
 * Rune Arms 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)
 * Different Rune Arms can be resisted with different saves (Fortitude/Reflex/Will).

Named Rune Arms
As of Update 14, a total of 25 named Rune Arms had been added to the game. They most commonly appear in the end-reward lists in chains or quests. They may also be found in named loot/wilderness encounter/raid chests.

Additional rune arms are available from the DDO Store. ML5 and ML13 variants exist, e.g. or. All are craftable. The following elements are available: Ice (Cold Bolts), Acid (Acid Shot), Fire (Fire Blast), Lightning (Electrical Blast), Radiant (Light Spirals), Force (Force Shot).