Maghammer

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Revision as of 18:10, 22 June 2022 by Trashmonks (talk | contribs) (Updated by Plutovi with game version 2.0.203.49 using QBE v1.0rc2)
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maghammer
5/11
PV/Max PV
♥
6d2
average: 9range: 6-12
$
520.00
Commerce Value
20
lbs.
Weight
Charge per Use

10 Solar cell: 250 usesFidget cell: 250 usesLead-acid cell: 400 usesCombustion cell: 600 usesChem cell: 1000 usesThermoelectric cell: 4000 usesBiodynamic cell: 6000 usesNuclear cell: 10000 usesAntimatter cell: 20000 usesMecha power core: 50000 uses

Charge Used For

Latch Effect

Complexity

3

Tier

5

<0345>

Can Disassemble

yes

Can Build

yes

Tinker Skill

Tinker II

Skill Used

Cudgel

Potential
Mods?Mods this item can support
(subject to additional logic & rules)

cudgel, melee weapon, general

Character

\

ID?Use this ID to Wish for the item

Maghammer

Spawns in

MeleeWeapons
Items

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.

Strength Bonus Cap: 6
Weapon Class: Cudgel (dazes on critical hit)

Latches onto metal objects for 8-12 rounds.

Perfect

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

  1. XRL.World.Parts.LatchesOn