Maghammer
Revision as of 14:56, 18 July 2020 by imported>Trashmonks (Updated by syntaxaire with game version 2.0.200.71 using QBE v1.0rc2)
This information is reliable as of patch 2.0.200.71. If this is no longer the current patch, you can help by updating it. |
This information is reliable as of patch 2.0.200.71. If this is no longer the current patch, you can help by updating it.
maghammer
Charge per Use
|
10 |
---|---|
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