Maghammer
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This information is reliable as of patch 2.0.202.1. If this is no longer the current patch, you can help by updating it. |
This information is reliable as of patch 2.0.202.1. If this is no longer the current patch, you can help by updating it.
maghammer
Charge per Use
|
10 |
---|---|
Charge Used For
|
Latch Effect |
Complexity
|
3 |
Tier
|
5 |
<0345> | |
Can Disassemble
|
yes |
Can Build
|
yes |
Tinker Skill
|
|
Skill Used
|
|
Character
|
\ |
ID?
|
Maghammer |
Spawns in
|
|
Extra Info:
|
maghammer
Bands of aquamarine lodestone tori wrap around the hitting part of a hefty, double-fisted truncheon. On the bottom handle there's a slot for a battery to juice the magnets.
The maghammer is an artifact that, on hit, will latch onto metal creatures or a creature wearing Metal equipment for 8-12 rounds. This latching attempt will take 10 charge and have an initial strength save of 20. While latched on, each attempt to break free will be a strength saving throw with difficulty 20. At the end of every turn that creature remains latched onto, that creature will be autohit by the maghammer.[1]
The maghammer can be tinkered with a randomized bit (<A>, <B>, <C>, or <D>) and <345>.
References
- ↑
XRL.World.Parts.LatchesOn