Maximum Charge Tier: V: The maximum charge tier of this Rune Arm is Tier V.
Spike Guard: On Being Hit in Melee: 5% chance to do 510 to 700 Piercing Damage to the Attacker.
Rune Arm Imbue: Knife Shot VI: Wearing this Rune Arm will imbue any weapon you wield, dealing 2 to 20 points of pierce damage per hit. This damage scales with 200% Melee or Ranged Power (whichever is higher).
Impulse +{0}: +{0} Equipment Bonus to Force Spell Power (Force Spell Power also increases physical and untyped spell damage).
Kinetic Lore +{0}%: Your Force, Physical, and Untyped spells gain a +{0}% Equipment Bonus to their chance to Critical Hit.
Spiked: On Damage: 10% chance of dealing an additional 10d6 Piercing Damage.
Upgradeable - Primary Augment: This item can be upgraded to contain a Yellow, Blue or Red (weapons and shields only) augment. Bring this item to the Fountain of Necrotic Might outside the Black Mausoleum and combine it with Epic Tapestry Shreds to upgrade the item.
Upgradeable - Secondary Augment: This item can be upgraded to contain a Green, Orange(weapons and shields only) or Purple(weapons and shields only) augment. Bring this item to the Fountain of Necrotic Might outside the Black Mausoleum and combine it with Masterwork Tapestry Shreds to upgrade the item.
This Rune Arm belonged to an intrepid House Cannith Artificer who once tried (and failed) to stop the Abbot's plans. No one knows where the knives it conjures come from, or where they go when they disappear, but there always seem to be more.