Steam Spike Javelin 529

From: Lineage 472 of Anuran

A spear-like weapon constructed of tempered steel tubing with a detachable obsidian head. Within the shaft lies a miniature steam reservoir that can be charged at any forge or geothermal vent. When thrown, it releases a burst of scalding steam from vents along the tip, increasing penetration power.

  • Effect: Deals piercing plus minor fire damage; can penetrate wooden shields or weaker stone barriers. Effective both as a melee spear and a ranged javelin.
  • Drawback: Reservoir holds only three steam charges before requiring refueling, and without steam, it functions as a normal javelin.

Lore Expanded:
The Steam-Spike Javelin 529 traces its design to the border-forges of Abbeville, where quarry militias needed lightweight but versatile weapons to counter raiders and tunnel-dwellers that hid behind barricades. Inspired by steam-driven chisels, early Stoneweavers devised this javelin as both a hunting tool and a weapon of war. The detachable obsidian head is more than symbolic—it represents the volcanic lifeblood of Abbeville, reforged into a piercing point. The weapon became a favorite of scouts and skirmishers, as it could be hurled with devastating impact or wielded as a spear while retaining the pragmatic craftsmanship valued by Gravok’s faithful. Each javelin’s steam reservoir is etched with spiral runes to align with ley currents, granting the weapon not only industrial practicality but ritual significance. In festivals, steam-spikes are sometimes thrown into quarry walls to mark the end of labor cycles, a reminder that strength lies in precision and force united.


Assigned Values (Tier One):
Stat Modifiers: +1 Strength when thrown; +1 Dexterity on ranged attack rolls with this weapon.
Skills Gained: Gain Quarry Warfare (spears and javelins) as a trained combat skill; advantage/bonus on Athletics checks involving throws.
Passives (Magical):
Piercing Steam: All attacks gain +1 armor penetration when the reservoir has charges.
Quarry Breaker: Deals an additional +1 damage against wooden shields, brittle stone, or crude constructs.
Steam Edge: When wielded in melee, faint steam hisses along the shaft, warming the wielder’s grip and granting resistance to cold environments.
Activatable Magics:
Steam Thrust: As a melee attack, expend 1 charge to add +1d4 fire damage and force the target to make a Strength save/check or be pushed 5 feet back.
Vent Burst Throw: When thrown, expend 1 charge to increase range by 50% and add 1d6 fire damage on impact.
Shatter Release: By expending all remaining charges in one strike, the obsidian head detonates in a burst of scalding vapor, dealing 2d4 fire damage in a 5 ft. radius (obsidian head must then be replaced before reuse).
Drawbacks:
– Reservoir holds only 3 steam charges; refueling requires proximity to a forge, geothermal vent, or a specialized steam canister.
– Without steam, the weapon loses all magical passives and activations, functioning as a simple javelin (d6 piercing, thrown or melee).
Slot: Weapon (Polearm/Javelin).
Tags: Steam-Powered, Piercing, Fire-Infused, Ranged/Melee, Obsidian-Headed, Limited-Use, Quarry-Warfare, Industrial, Ritualistic, Volcanic-Forged, Pressure-Vent, Rune-Etched, Detachable-Head, Skirmisher’s-Tool, Heat-Burst, Scout’s-Weapon, Dual-Purpose, Forge-Charged

The Steam-Spike Javelin 529 sits at the crossroad of weapon-smithing, steam-forge engineering, and volcanic alchemy, making it a prized yet specialized weapon in Saṃsāra. Its sale and purchase depends heavily on the region, the expertise of local craftsmen, and the demand from militaries, explorers, or mercenary groups.


Shops Where It May Be Found

1. Forge-Arms Dealers (Common in Abbeville and other industrial nations)

  • These hybrid workshops specialize in weapons that combine metallurgy with steam or geomantic enhancements. A typical Forge-Arms Dealer stocks spears, axes, hammers, and a few javelins like this one.
  • Buying Price: 75–120 Gold (depending on quality of steam reservoir and rune work).
  • Selling Price (to shop): 30–50 Gold, unless the reservoir is damaged (then half value).
  • Special Condition: Proof of guild membership may be required to purchase multiple units, as these can be considered restricted military goods.

2. Geothermal Outfitter Stalls (Quarry and Vent Settlements)

  • In small towns built around hot springs, quarries, and volcanic vents, tinkers and smiths often sell stripped-down or improvised versions of the Steam-Spike Javelin. These are practical, but less ornate.
  • Buying Price: 50–80 Gold.
  • Selling Price (to stall): 25–35 Gold.
  • Special Condition: Some villages trade in kind (obsidian chunks, sulfur, or quarry rights) rather than coins.

3. War Guild Stockpiles (Large Cities and Mercenary Markets)

  • Military suppliers and guilds keep these weapons in locked armories. They are sold in small batches to guild members, mercenary companies, or noble guards.
  • Buying Price: 100–150 Gold for freshly forged versions with full steam reservoirs.
  • Selling Price (to guild): 60–80 Gold, if weapon is well-maintained.
  • Special Condition: Buyers are often required to register their identity; guilds track javelins due to the risk of misuse in sabotage.

4. Black Markets and Smuggler Dens (Frontier Regions)

  • On lawless trade routes, especially in islands plagued by piracy, Steam-Spike Javelins fetch premium prices because of their armor-penetrating ability and easy concealment.
  • Buying Price: 150–200 Gold.
  • Selling Price (to smugglers): 70–90 Gold.
  • Special Condition: Black marketeers rarely sell single weapons—they often insist on bundled purchases (several weapons and steam canisters together).

5. Ritual Crafter-Temples (Rare, Faith of Gravok)

  • Certain Forgefires dedicated to Gravok treat hybrid weapons as devotional items. These temples may sell or trade Steam-Spike Javelins as relics of crafted devotion.
  • Buying Price: 1 Electrum plus an offering of crafted stonework (equivalent in value to 20 Gold).
  • Selling Price (to temple): Not usually purchased back—temples rarely resell. However, they may accept one in trade for another relic.

The Steam-Spike Javelin 529 is not merely a weapon—it is a statement of engineering, industry, and battlefield adaptability. Roleplay with this item varies depending on the environment, shaping how both offense and defense manifest.


In Quarry or Industrial Environments

  • Offense: The wielder may brace near stone walls, slam the javelin’s head into weak seams, and unleash a steam-enhanced thrust that breaks scaffolds, knocks loose stone, or pierces quarry-beasts’ carapaces. In fights, foes trying to use stone cover find their barriers punctured by searing bursts.
  • Defense: Steam-vent bursts create clouds of hot vapor, obscuring vision and deterring enemies from closing. If a tunnel ceiling trembles, the javelin can be used as a brace against falling debris, steam reinforcing its structural integrity momentarily.

On Open Battlefields

  • Offense: The javelin excels at mid-range combat—thrown from behind infantry lines, the scalding burst cracks shields and breaks formations. When charged, the shriek of escaping steam adds intimidation, roleplayed as breaking morale among less disciplined enemies.
  • Defense: Soldiers may plant the javelin into the earth, releasing steam bursts in front of charging cavalry or beasts, causing mounts to rear or hesitate. The wielder could also angle the steam vent to briefly blind enemies before repositioning.

In Dense Forests or Jungles

  • Offense: Steam bursts ignite underbrush or weaken tree bark, creating dangerous terrain and funneling enemies. When thrown, the javelin becomes a predator’s bane—its head pierces thick hides, and steam hisses scare away lesser creatures.
  • Defense: Roleplay involves careful use: releasing a burst while crouched may create a humid “steam shield,” making the Anuran less visible in jungle mists. It doubles as a survival tool, softening vines or bark for rapid escape routes.

In Aquatic or Coastal Environments

  • Offense: Though weaker underwater, the javelin’s obsidian head still cuts through kelp or coral armor. Steam bursts form violent bubbles, stunning smaller aquatic foes or disrupting schools of hostile fish.
  • Defense: Along coasts, the wielder can strike rock outcroppings to create protective steam plumes, shrouding allies retreating into the surf. It can also scare aquatic predators by releasing sudden bursts of heat in cold waters.

In Cavern Megacities or Subterranean Depths

  • Offense: Steam bursts resonate heavily underground, amplifying their force. Roleplay can emphasize how the javelin’s hiss echoes, disorienting foes in the dark. A skilled wielder may shatter crystalline growths or fungal caps, weaponizing falling debris against enemies.
  • Defense: In tight tunnels, bursts fill confined spaces with heat and fog, making ambushes more difficult. Defensively, the wielder might thrust into walls to test stability, preventing collapses during combat.

In Floating Cities or Airborne Battles

  • Offense: Steam bursts jet forward dramatically, roleplayed as adding thrust to mid-air throws, increasing impact at range. On zeppelin decks or airship rigging, the javelin pierces metal plating where other weapons might fail.
  • Defense: The wielder can vent steam downward to obscure movements across rope bridges or ship planks. Bursts can also make surfaces slick, forcing pursuers to lose footing.

Perception of Activation:

User’s Perspective:
The moment the Steam-Spike Javelin 529 ignites its reservoir, the wielder feels a surge of heat radiate through the shaft—warm, but not burning. A subtle vibration thrums along the hands and forearms, like a living pulse coursing through the weapon. The obsidian head gleams with sudden condensation as scalding steam hisses forward, accompanied by a metallic shriek. Extra-sensory awareness awakens: the wielder perceives faint pressure shifts in the air, the density of nearby surfaces, and a visceral sense of imminent impact, as though the weapon’s steam-charged intent projects outward before the strike lands.

Observer’s Perspective:
To onlookers, the javelin exhales a burst of vapor that clings to the weapon’s edge like a shroud, the hissing noise sharp and unsettling. Heat waves ripple around the head, warping the air, while droplets condense and scatter with each movement. Observers may smell the faint mineral tang of obsidian mingled with the acrid bite of hot metal and steam. A strange resonance echoes outward—like a forge roaring in miniature—giving the impression that the weapon is alive with industrial force.

Positives:

  • The wielder feels empowered, sensing their strikes cut with unnatural sharpness and weight.
  • Extra-sensory awareness helps anticipate the strength and weakness of barriers.
  • Observers are often intimidated by the sudden hiss and heat, lowering morale in less disciplined foes.
  • The glowing vents and hiss add to the wielder’s presence, making them seem larger-than-life.

Negatives:

  • The shrieking hiss is loud, immediately giving away the wielder’s position.
  • Steam discharge may scald allies standing too close.
  • Extended activation can cause hand fatigue, the vibrations numbing grip if repeated too often.
  • The air becomes uncomfortably humid around the wielder, potentially weakening their own visibility in prolonged use.

Recipe of the Steam-Spike Javelin 529


Materials Needed

  • Tempered Steel Tubing (1 length, 6 ft): Hollowed for the steam reservoir, quenched in volcanic water.
  • Obsidian Spearhead (1): Razor-sharp, alchemically hardened with Anuran secretion to withstand heat stress.
  • Quarry-Leather Straps (3 lengths): To bind grip and provide non-slip hold.
  • Miniature Steam Reservoir Core (1): Crafted from reinforced copper lined with quartz to withstand pressure.
  • Runed Steam Vents (4): Small apertures etched with ley-line spirals to regulate bursts.
  • Anuran Secretion Vial (small): Used as an adhesive and heat-reactive binding agent.
  • Quartz Dust (pinch): Sprinkled during forging to harmonize ley-line resonance.

Tools Required

  • Forge of Gravok or equivalent steam-forge.
  • Geothermal vent or controlled steam chamber for pressurization.
  • Carving chisels (fine obsidian or steel) for etching runes.
  • Pressure-tongs to hold tubing under heat.
  • Alchemical crucible for binding secretion with metals.
  • Stoneweaver’s mallet for ritual finalization.

Skill Requirements

  • Smithing (Intermediate): For shaping tempered steel and fitting the reservoir.
  • Runecrafting (Basic): To inscribe Granite Spiral vents.
  • Alchemy (Basic): To stabilize obsidian with secretion and quartz dust.
  • Engineering (Intermediate): To balance weight distribution and regulate steam release.
  • Geomancy Attunement (Optional): Enhances ley-line resonance if performed during forging.

Crafting Steps

  1. Forge the Shaft: Heat the tempered steel tubing until malleable, hammer evenly to create uniform hollowness, then quench in volcanic water to harden.
  2. Prepare Reservoir: Insert copper-and-quartz reservoir core within the tubing, sealing joints with alchemically treated leather gaskets.
  3. Mount Obsidian Head: Harden obsidian spearhead in an alchemical crucible with secretion binding. Attach securely to the tubing with heat-fused binding straps.
  4. Etch Steam Vents: Carve four apertures near the spearhead, inscribing the Granite Spiral rune around each. Sprinkle quartz dust into the etchings and heat until glowing faintly.
  5. Attach Grip: Wrap quarry-leather straps tightly around the lower shaft for a stable grip. Infuse with secretion adhesive for waterproofing.
  6. Pressurize Reservoir: Place javelin in a geothermal vent chamber or controlled steam forge, charging reservoir with three units of steam. Check vents for hiss and proper release.
  7. Final Blessing: Strike the weapon three times with a Stoneweaver’s mallet while intoning Gravok’s name, sealing resonance with ley lines.

The finished Steam-Spike Javelin 529 hisses faintly when tapped, its obsidian head gleaming under condensation, awaiting release of its first burst.

Spear That Breathed Fire and Stone

Hear, O listener, words from the crumbling slab of forgotten age, where script was not of hand but of shadow in the steam. The story is told and told again, though each tongue bends it, until it is but an echo of what it once was. Yet even broken echoes may carry the truth of mountains.

There was in those first quarries a Crafter, nameless now, who lived when the rock of Abbeville sang loud and the forges beat like hearts of titans. This Crafter was no greater than others, nor blessed with Marble-skin, nor of royal vein. He was small, and his Litho-pattern was of simple granite, mottled and unremarkable. But his ears heard the hum of steam where others heard only stone breaking. He said, “The mountain is alive, and it is choking.”

In that time the beasts of the basalt cliffs came down to drink the waters of the forges. They bore hides like stone plates and could not be pierced by axe or spear. The people feared, for their tools broke, their walls cracked, and even their golems fell beneath the stampede.

The Crafter went alone to the Chasm of Veils, where the earth breathed hot mist. There, in the roar of unseen rivers, he labored. He bound steel tubes together with leather that smoked. He carved the head from obsidian, sharp as a broken star, and he fed into its mouth the breath of the mountain: steam caught in crystal cage. He whispered over it the Spiral of Granite, not as priest nor scholar, but as worker who knows the weight of stone.

When the beasts came again, their feet shook the quarry floors. The people raised their axes in vain. The Crafter cast his new weapon with trembling arm. As the spear flew, it breathed. From its black head burst the hiss of boiling storm, and the beast’s stone-skin opened as clay in fire. The quarry rang with the cry of both beast and people, for it was the first time flesh of rock had been broken by hand of mortal.

So the Crafter fought, three throws, three beasts, and then the spear grew still, heavy as iron stick. He fell, for he was but small. Yet the quarry was saved, and the people gathered the broken shaft, still warm with steam. They did not know how to make it live again, but they remembered.

The tale says the Crafter vanished in the mist, some claiming Gravok took him as spark into stone, others saying he became steam itself, rising and falling forever. The spear was named Steam-Spike, and though many imitations were born after, none were as true as the first.

And the stone-cut saying that all apprentices carve upon the quarry walls is from this tale:

The Moral of the Story: What is small may yet break the mountain. But the gift of the mountain is breath, not for greed, not for pride, but for the saving of many hands.

Suggested conversions to other systems:


Call of Cthulhu (7th Edition)

Steam-Spike Javelin 529

  • Type: Improvised Arcane Weapon / Spear
  • Base Damage: 1D8+1 (thrown or melee, impales on special success)
  • Special: When fueled by steam charges (max 3), successful attacks deal +1D4 burn damage. Against creatures with natural armor or carapace, add +10% to penetrate (reflecting obsidian head + steam burst).
  • Uses per Charge: One, expends a steam reservoir charge.
  • Refuel: Must be recharged in a geothermal vent, forge, or jury-rigged boiler (INT × 5 roll).
  • Malfunction: On a fumbled attack, release of steam backfires, scalding wielder for 1D3 damage.
  • Skills: Thrown Weapons (Spear), Melee Weapons (Spear).
  • Tags: Arcane Tech, Steam-Powered, Rare Artifact.

Blades in the Dark

Steam-Spike Javelin 529

  • Category: Fine Weapon (counts as a spear/javelin)
  • Quality: Fine (+1d on rolls using it).
  • Special Feature: Has 3 steam charges. When a charge is spent on an attack, gain potency against armored or stone-like foes, and add the area quality when thrown (steam jet penetrates shields/barriers).
  • Drawback: Reload requires access to a forge, boiler, or geothermal vent; counts as a downtime activity to refill fully.
  • Load: 2 slots.
  • Notes: Because it’s infused with geomantic etchings, a Whisper or Leech may push themselves to attune the javelin to ley lines, briefly supercharging it for devastating effect (GM discretion).

Dungeons & Dragons (5e)

Steam-Spike Javelin 529

  • Weapon (Javelin), Rare, Requires Attunement
  • Damage: 1d6 piercing (melee or ranged, range 30/120 ft).
  • Special (Steam Burst): When charged, add 1d4 fire damage on hit. Against stone/metal constructs or creatures with natural armor, deal an additional 1d6 damage.
  • Charges: 3. Recharges only when submerged in geothermal vents or during a long rest in a forge.
  • Activation: Bonus action before throwing or striking.
  • Drawback: When out of charges, it functions as a normal javelin. If all three charges are expended without refueling, roll a d20: on a 1, the shaft splits from heat stress and the weapon is unusable until repaired.
  • Properties: Thrown, Versatile (1d8 when wielded with two hands).
  • Tags: Steam-Powered, Geomantic, Rare, Dual-Purpose.

Knave (2e Compatible)

Steam-Spike Javelin 529

  • Weapon Type: Spear/Javelin
  • Damage: d8 (thrown or melee).
  • Special: Has 3 steam charges. When expending a charge, damage becomes d8 + d4 fire. Automatically ignores wooden shields or brittle stone barriers.
  • Charges: 3. Can only be recharged at forge, boiler, or geothermal site (GM call).
  • Slot Cost: 2 inventory slots (heavy/complex construction).
  • Drawback: After all 3 charges are expended, it is a normal spear until repaired/refilled. On a roll of natural 1, the wielder takes d4 fire damage as steam vents backward.
  • Tags: Heavy, Steam, Thrown/Melee, Rare.

Fate Core

Steam-Spike Javelin 529

  • Aspect: Spear of Steam and Stone – forged with volcanic obsidian and infused with scalding bursts of ley-powered steam.
  • Permissions: Requires the character to have an aspect tied to craftsmanship, geomancy, or steam-forged weapons.
  • Benefits:
    • Weapon Rating: 2 (spear base).
    • Spend a Fate Point to activate a steam charge: gain +2 to Overcome or Attack rolls against armored/stone foes, or create an Advantage “Blistering Steam Cloud” on the zone.
    • Three charges per session; refreshing requires significant narrative effort (forges, geothermal vents).
  • Drawback: When empty, counts as an ordinary spear. Prolonged use may justify a Consequence such as “Scalded Hands.”
  • Tags: Steam-Forged, Rare, Dual-Mode, Limited Charges.

Numenera & Cypher System

Steam-Spike Javelin 529

  • Level: 5 (artifact)
  • Form: Steel shaft with detachable obsidian head, lined with vents.
  • Effect: Functions as a spear/javelin. On activation, deals 5 points of damage (piercing) + 2 points of fire damage. Ignores 2 Armor against stone/metal targets.
  • Charges: 3 steam bursts stored.
  • Depletion: 1 in 1d20 (roll each time a steam burst is used).
  • Special: May be thrown or used in melee. When out of charges, works as a standard level 5 spear.
  • Drawback: If depletion occurs, the steam system ruptures; wielder takes 2 damage from scalding.
  • Tags: Artifact, Steam-Powered, Dual Use.

Pathfinder 2e

Steam-Spike Javelin 529

  • Weapon (Javelin), Rare, Magical, Consumable Charges
  • Damage: 1d6 piercing, Thrown 30 ft., Versatile (d8 two-handed).
  • Special (Steam Burst): The weapon has 3 charges. Activating a charge is a Free Action when attacking: adds 1d4 fire damage and grants the Strike Shove trait with a +1 circumstance bonus against stone/metal foes.
  • Recharge: Recharges after being exposed to geothermal vents or forges for 8 hours.
  • Drawback: After 3 consecutive charges without recharge, wielder takes 1 fire damage as the shaft overheats.
  • Traits: Magical, Consumable Charges, Steam, Thrown.
  • Price: 350 gp (rare).
  • Bulk: 1.
  • Tags: Rare, Steam, Piercing, Fire, Limited Use.

Savage Worlds (Adventure Edition)

Steam-Spike Javelin 529

  • Category: Heavy Spear (Str+d6)
  • Range: Thrown 3/6/12
  • Special (Steam Burst): Has 3 charges. When activated, add +2 damage (fire) and treat the attack as AP 2 (ignores 2 points of armor). On a Raise, the target must make a Strength roll or be Shaken by the scalding burst.
  • Refuel: Recharged only at a forge, geothermal vent, or similar source during downtime.
  • Drawback: On a natural 1 on the Fighting or Athletics die when using a steam burst, the wielder suffers 1d4 fire damage as steam backfires.
  • Weight: 6 lbs.
  • Cost: 500 credits (Rare Gear).
  • Tags: Steam-Powered, Artifact, Rare, Melee/Ranged.

Shadowrun (6th Edition)

Steam-Spike Javelin 529

  • Category: Exotic Melee/Thrown Weapon
  • Damage Value (DV): 6P (Physical) +2 Fire Damage when steam charge used
  • Attack Rating (AR): 10 (Melee), 8 (Thrown, range 0–10/20/30 meters)
  • Ammo/Charges: 3 steam charges stored in the reservoir
  • Special Rules:
    • Using a steam charge grants +2 DV and AP –2 against barriers/armored targets.
    • Requires Exotic Weapon (Steam Weapons) skill.
    • Refueling requires access to a geothermal vent, forge, or industrial heat source (Extended Test, Engineering + Logic, threshold 2, interval 30 minutes).
  • Drawback: After expending 3 charges, the weapon functions as a normal javelin (DV 6P, AR 10/8). Critical glitch on attack causes backblast: wielder takes 2S (Stun) damage from scalding steam.
  • Availability: 8R
  • Cost: 4,500¥
  • Tags: Rare, Steam-Tech, Dual Use, Limited Charges

Starfinder (latest edition)

Steam-Spike Javelin 529

  • Level: 7
  • Item Type: Hybrid (Tech/Magic), Weapon (Javelin)
  • Damage: 2d6 Piercing + 1d4 Fire on steam-charge activation
  • Critical: Burn 1d4
  • Range: Thrown 30 ft., Melee 1
  • Capacity: 3 charges (steam reservoir)
  • Usage: 1 charge per steam-enhanced attack
  • Special Rules:
    • Penetrating: Ignores 2 hardness when striking objects or constructs.
    • Steam Cloud: On a natural 20, creates a 5-ft. steam burst, granting concealment until the end of your next turn.
    • Refuel: Requires geothermal vent or starship forge during an 8-hour maintenance cycle.
  • Bulk: 1
  • Price: 8,200 credits
  • Tags: Hybrid, Fire, Piercing, Limited Use, Rare

Traveller (Mongoose 2nd Edition)

Steam-Spike Javelin 529

  • Type: Melee/Thrown Weapon (Experimental Tech)
  • Skill: Melee (Spear) or Athletics (Throwing)
  • Damage: 2D+2 (Piercing); add +1D Fire when steam charge is active
  • Range: Thrown 15m
  • Weight: 3 kg
  • Traits:
    • Steam Reservoir: 3 charges.
    • On activation, attack ignores 2 points of Armor.
    • On a roll of 2 on the damage dice, weapon backfires: wielder suffers 1D Fatigue from heat/steam.
  • Tech Level: 12
  • Cost: Cr15,000
  • Availability: Rare, usually found in cultures blending steamtech and geomancy.
  • Tags: Experimental, Fire, Rare, Dual Use

Warhammer Fantasy Roleplay (4th Edition)

Steam-Spike Javelin 529

  • Weapon Group: Spear/Thrown
  • Encumbrance: 2
  • Availability: Rare (requires Dwarfen or experimental engineering contacts)
  • Damage: SB+4 (Melee), SB+2 (Ranged, 20 yards)
  • Qualities:
    • Steam Burst: 3 charges. When used, add +1d10 Fire Damage and the Damaging quality.
    • Penetrating: Ignores 1 point of Armor.
    • Dangerous: On a failed Critical Roll, the wielder suffers 1 Wound from scalding steam.
    • Versatile: Can be used as both spear and thrown weapon.
  • Drawback: When out of charges, functions as a normal spear. Repairs/refueling require access to a forge or equivalent.
  • Cost: 45 Gold Crowns
  • Tags: Rare, Steam-Forged, Dual Purpose, Fire