Daldorer, Obsid Nethermancer

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etherial
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Daldorer, Obsid Nethermancer

Post by etherial » Sun Feb 09, 2020 5:25 am

Roll20 Name: etherial
Discord ID: etherial
Character Name: Daldorer
Race: Obsidiperson

Code: Select all

[b]Name:[/b] [url=http://fasagames.com/forum/viewtopic.php?f=56&t=1583]Daldorer[/url]
[b]Last Game Played:[/b]2021-04-17 [b]Udpate This[/b]
[b]Effective Circle:[/b] 12
[b]Discipline:[/b] Nethermancer
[b]Quote/Unique:[/b] Daddy can make you feel better
[b]Notable Abilities:[/b] Banish, Concise Casting, Evidence Analysis
[b]Downtime:[/b]
[list]Alchemy Step 8 (Rank 3) Recipes: Booster Potion and Small Light Quartz
[*]Item History Step 20 (Rank 8) (Historian: Extra Successes reduce Research Times)
[*]Research Step 44 (Rank 12) (Librarian: Extra Successes reduce Research Times)
[*]Patterncraft 25 (Rank 13) :
[list]Craft Blood Charm
[*]Craft True Pattern
[*]Design Enchanting Pattern
[*]Incorporate Bound Spirit
[*]Incorporate Glyph[/list][/list]

Code: Select all

**Daldorer SOP**
Karma Ritual in the morning.
Orbiting Spy while on watch.
Daldorer has a +5 bonus on Sensing Tests relating to Botany, Creature Lore, Ecology, Horror Lore, Physiology, or Scourge History.
Sheet: http://fasagames.com/forum/viewtopic.php?f=56&t=1583
TIs: http://fasagames.com/forum/viewtopic.php?f=56&t=1997

**Matrices**
Enhanced 12 - Foul Vapors
Standard 12 - Death's Head
Standard 6 - Blind 
Standard 3 - Pain
Enhanced 6 - Soul Armor (Increase Effect)
Armored 1 - Astral Spear

**Chain Casting** (13 Slots)
Soul Armor for 9 MA for 4 (typically) targets
Soul Armor for 5 MA for 1 (typically) target
(can swap 1 casting for 9 to 2 castings for 7)
ECR: 12 (1695,000-3,174,999)
Lifetime Legend Total: 2,752,755
Unspent Legend: 45,755
Thread Item Points: 48
Gold: 350
Silver: 200
Copper: 48

Discipline: Nethermancer
Circle: 12
Discipline Abilities
May Spend Karma against Horrors and the Undead
May Spend Karma to increase a spell penalty by 2
May Spend Karma on Recovery Tests
Blood Summon
Karmic Summon

Characteristics
Dex: 11
Str: 16
Tou: 16+3+2 (Legend, Helmet)
Per: 16+3
Wil: 16+3+3 (Nethermancer, Legend)
Cha: 10

Karma Mod: 3
Karma Step: 4
Karma Max: 36
Uncon: 42+36-8
Death: 50+48-8

Init: 5-2-2 (Shield, Armor)
PD: 7+4+1+1 (Shield, Discipline, Boots)
PA: 3+17+1 (Armor, Helmet)
MD: 11+5+4 (Discipline+Path, Shield)
MA: 4+2+2+6+1 (Discipline, Amulet, Armor, Helmet)
SD: 6+3+1 (Discipline+Path, Horn)

Movement: 10
Carrying Capacity: 175
Wound Threshold: 16
Recovery tests per day: 4+1+1 (Discipline, Helmet)

[Discipline] Talents
First Circle Discipline Talent: Astral Sight (13)
First Circle Discipline Talent: Frighten (13)
First Circle Discipline Talent: Nethermancy (13)*
First Circle Discipline Talent: Patterncraft (13)*
First Circle Discipline Talent: Spellcasting (13+2)*
Second Circle Discipline Talent: Steel Thought (13)
Third Circle Discipline Talent: Spirit Talk (5)
Fourth Circle Discipline Talent: Spirit Hold (5)

Fifth Circle Discipline Talent: Summon [Ally Spirit] (13)
Sixth Circle Discipline Talent: Willforce (13)*
Seventh Circle Discipline Talent: Orbiting Spy (5)
Eighth Circle Discipline Talent: Hold Thread (1)

Ninth Circle Discipline Talent: Matrix Sight (10)
Tenth Circle Discipline Talent: Blood Insight (5)
Eleventh Circle Discipline Talent: Netherwalk (5)
Twelfth Circle Discipline Talent: Concise Casting (13)

Twelfth Circle Talent Option: Lion Heart (5)
Eleventh Circle Talent Option: Evidence Analysis (13)
Tenth Circle Talent Option: Banish (13)
Ninth Circle Talent Option: Armored Matrix (1)

Eighth Circle Talent Option: Arcane Mutterings (13)
Seventh Circle Talent Option: Research (13)
Sixth Circle Talent Option: Standard Matrix (3)
Fifth Circle Talent Option: Enhanced Matrix (6)

Fourth Circle Talent Option: Suppress Curse (13)
Third Circle Talent Option: Dispel Magic (13)
Second Circle Talent Option: Awareness (5)
First Circle Talent Option: Avoid Blow (13)

Free Talent: Enhanced Matrix (12)*
Free Talent: Standard Matrix (12)*

Scholar Talents
Expansive Expertise (6) (Creature Lore x 5)
Item History (8)
Read and Write Language (3)
Scholar (5)
Speak Language (3)

Applied Knowledge (5)

Other Talents
Command Nightflyer (2)
Lifesight (4)
Wood Skin (2)

Talent Knacks
Absorb Spell
Astral Strain
Bleed
Cold Case
Consult with Colleagues
Cram Session
Critical Thinking
Detect Spirit
Disrupt Horror Power
Expel Horror
Historian
Improvised Pattern
Investigative Expertise
Jinx
Learn Improved Spells
Librarian
Lip Reading
Mnemonics Master
Name Bone Circle
Pattern Stress
Peer Review
Piercing Surveillance
Practical Learning
Psychometry
Ranged Surveillance
Research Expertise
Sage's Insight
Scholar
Scholar Spells
Shadow Box
Share Bone Circle
Sprain
Touching the Past
Unsettle
Uplifted Cognizance

Craft Blood Charm
Craft True Pattern
Design Enchanting Pattern
Incorporate Bound Spirit
Incorporate Glyph

Spells
Astral Spear
Bedazzling Display of Logical Analysis*
Bone Circle
Dark Messenger
Encrypt*
Ethereal Darkness
Experience Death
Life Circle of One
Shadow Meld
Soul Armor
Soulless Eyes
Speed Reading*
Spirit Dart
Spirit Grip

Aspect of the Fog Ghost
Chilling Circle
Death's Head
Shadow's Whisper
Shield Mist
Summon Fog Ghost

Aspect of the Bone Spirit
Aspect of the Cowardly Skulk
Fog of Fear
Grave Message
Pain
Summon Bone Spirit

Aspect of the Menacing Tyrant
Dark Spy
Evil Eye
Evolved Consciousness*
Last Chance
Nightflyer's Cloak
Viewpoint

Aspect of the Cruel Physician
Blind
Circle of Astral Protection
Dust to Dust
Reverse Withering
Wither Limb

Astral Maw
Bone Shatter
Debilitating Gloom
Friendly Darkness
Recovery
Step through Shadow

Aspect of the Casual Murderer
Astral Beacon
Bone Pudding
Constrict Heart
Foul Vapors
Restrain Entity

Aspect of the Astral Savant
Horror Call
Netherblade
Shadow Tether
Spirit Portal
Wither Away

A Ninth Circle Spell
A Tenth Circle Spell
An Eleventh Circle Spell
A Twelfth Circle Spell

Skills
Knowledge Skill: Creature Lore (5) (Botany, Ecology, Horror Lore, Physiology, Scourge History)
Knowledge Skill: Obsidilore (4) (14/35)

Read/Write Language (2+3)
Languages Known: Human, Theran, Throalic, T'Skrang
1 Open Slot

Speak Language (3+3)
Languages Known: Human, Obsid, Theran, Throalic, Troll
1 Open Slot

Artisan Skill: Storytelling (1)
General Skill: Alchemy (3)
General Skill: Disarm Trap (1)
General Skill: Physician (3)
General Skill: Resist Pain (1) (Warden)

Recipes
Booster Potion
Small Light Quartz

Equipment
Adventurer’s Kit (backpack, bedroll, flint & steel, torch, waterskin, large sack)
Dagger
Grimoire
Traveler’s Garb (soft boots, shirt, belt, robe or breeches, traveler’s cloak)
Trail Rations (4 weeks)
Leather Mask (The Scream)
Bedroll of Comfort

Body Shield

Alchemist's Kit
Booster Potion x8
Desperate Spell Charm
Last Chance Salve
Kelia's Antidote
Physician's Kit (7 uses)

2000 Silver of Living Crystal
2000 Silver of Orichalcum
1000 Silver of True Fire

Threads Tied
Night Warden (Rank 8 Warden)
Nightbringer (Rank 6 Journeyman)
Patternwrack (Rank 8 Warden)
Thriving Stag (Rank 10 Master)
Twilight Embrace (Rank 8 Warden) (Forged x13) (2021-07-10)
The Worm Horn (Rank 6 Journeyman)
Scholar (Rank 5 Journeyman)

Blood Magic
Desperate Spell Charm (3)
Named Bone Circle (1) (IQP, Location: Travar)
Named Bone Circle (1) (MQP, Location: Throal)
Named Bone Circle (1) (TPC, Location: Swiftwind Moot)

Oath of Blood Peace with Kreska Navid (-1)
Otherworldly Willpower (1) (Nethermancer 9 Ability)
Scholar (2)

Brief Backstory

The sun shone bright on the day I was born. It's hard to put into words what I experienced that day, as the word-forms for the things I saw and touched had not yet formed in my mouth, nor even truly the concept that my body was something I could use that way. My Obsiblings welcomed my confused, quaking form to our Liferock and suddenly, understanding flooded into me.

Understanding and...curiosity. Deep within the rich veins of the Liferock were the memories, the thoughts, the souls, and the Patterns of Obsiblings who have not seen the light of day in eons. Yet also was the memory of death, of grief, of the loss of those who did not return, and the other Races who did not enjoy endless Dreaming in Liferocks. What truly happened to these? Where did they go?

And thus began my quest to study the border between life and death. My travels as a Nethermancer brought me to the Kingdom of Throal and its Great Library and, alas, a slumber of my own as a waited out the Scourge far from home. The sun shines again on the world and now is my chance to see what Death hath wrought.

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etherial
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Re: Daldorer, Obsid Nethermancer

Post by etherial » Mon Feb 10, 2020 2:13 am

Copy of character at Creation
etherial wrote:
Sun Feb 09, 2020 5:25 am
Roll20 Name: etherial
Discord ID: etherial
Character Name: Daldorer
Race: Obsidiperson

Lifetime Legend Total:
Unspent Legend:
Thread Item Points:
Silver:

Discipline: Nethermancer
Circle: 1
Discipline Abilities

Characteristics
Dex: 10
Str: 16
Tou: 16
Per: 16
Wil: 16
Cha: 10

Karma Mod: 3
Karma Step: 4
Karma Max: 3
Uncon: 32+3
Death: 39+4

Init: 5-2
PD: 6+3
PA: 3
MD: 9
MA: 3
SD: 6

Movement: 10
Carrying Capacity: 175
Wound Threshold: 13
Recovery tests per day: 3

[Discipline] Talents
First Circle Discipline Talent: Astral Sight (1)
First Circle Discipline Talent: Frighten (1)
First Circle Discipline Talent: Nethermancy (2)
First Circle Discipline Talent: Patterncraft (1)
First Circle Discipline Talent: Spellcasting (3)

First Circle Talent Option: Name (Rank)

Free Talent: Spell Matrix (1)
Free Talent: Spell Matrix (1)

Other Talents

Talent Knacks
Talent Knack Name

Spells
Astral Spear
Ethereal Darkness
Experience Death
Life Circle of One
Shadow Meld
Spirit Dart
Spirit Grip

Skills
Knowledge Skill: Creature Lore (2)

Read/Write Language: (2) (Theran, Throalic)
Speak Language: (3) (Obsid, Theran, Throalic)

Artisan Skill: Storytelling (1)
General Skill: Alchemy (3)
General Skill: Physician (3)

Recipes
Booster Potion
Small Light Quartz

Equipment:
Adventurer’s Kit (backpack, bedroll, flint & steel, torch, waterskin, large sack)
Dagger
Grimoire
Traveler’s Garb (soft boots, shirt, belt, robe or breeches, traveler’s cloak)
Trail Rations (1 week)

Physician's Kit
Body Shield

Threads Tied:

Animal Companions:

Brief Backstory:

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etherial
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Re: Daldorer, Obsid Nethermancer

Post by etherial » Mon Feb 10, 2020 2:25 am

Searching for Reagents
http://fasagames.com/forum/viewtopic.php?f=55&t=1582

Rewards:
3 TIPs
800 Legend
205 Silver
1 Booster Potion

Items used:
1 use of Physician's Kit

Are you going to write a Journal?
Spoiler:
I have reawakened thanks to the efforts of the Guild of Nethermancers and Alchemists, and they are excited that the Scourge is over. I confess, I had few dreams during my centuries-long slumber, but over such a span, perhaps more would have been disturbing of my sanity. One of my hosts is excited by the Kaer's opening and is funding an expedition to collect items of alchemical interest, the supplies of which had long since been exhaused, and the fauna from which were far too dangerous to be kept underground for such a long time.

We met up with genherds, those fools or heroes who have moved to the surface to tend the animals chewing the green grass that blooms under an unpeopled sun. My compatriots are all newborns compared to me, they gawk in awe at the ceilingless sky, they shiver at the slightest breeze, and fear the calls of the animals at night. The genherds lead us to a glen where the flock was last seen, and sure enough, the little monsters are active. Some are chased away or have wandered in search of easier prey. Others were defeated by Zil's clever use of the Icy Surface spell, tripping up their ravenous rushes with slips and falls. We gathered their birthing cauls, sacks of nigh-impenetrable interstitium, and traveled on. We had no need of killing these tiny, hungry babies, just disabling them long enough to collect. Bite on, fierce creatures.

At the edges of the jungle now called Servos - simultaneously a shadow and a rennaisance, more like new growth from a parent forest than the one I knew before the Scourge, lay abandoned mines, believed to be home to some Horrorspawn known as Jehuthra. Now, Jehuthra are known as terrifying monsters liable to kill stout Journeyone Adepts, so I was skeptical that we would even survive this encounter, but our host assured me that they had a line on some hatchlings that would be of extreme alchemical interest, and so we sought out the carapaces of monsters that would surely kill others if we did not our own lives risk.

The largest of the Jehuthras within had come into some of its power and summoned a web of metal wires, sharp and catching on any who hurried past them. The cries of pain, surprise, and rage of my allies came to my ears from places unseen, and I hoped that I could rescue them before they were silenced. I was not alone, however. Another hatchling came for me and another who was caught beside me and gnashed at us with is fangs, scissored at us with its talons, and scurried away when we wounded it. Slowly, we were able to make our way to the others and rescue them. All Jehuthras slain, our patron pronouced the mission a success, and assured us that more hunts were forthcoming. That bodes well for my purse, but not for those living on the surface.
40 Legend
50 Silver

Downtime:
Nethermancer Training (5 Days)

Legend Spent:
Raised Astral Sight to 2 (200)
Raised Frighten to 2 (200)
Raised Patterncraft to 2 (200)
Raised Spell Matrix to 2 (0)
Raised Spell Matrix to 2 (0)

Learned Steel Thought (100)
Learned Awareness (100)

Learned Death's Head

Purchases in the Grand Bazaar:
Nethermancer Training (200 Silver)

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etherial
Posts:964
Joined:Sun Nov 27, 2016 11:04 pm
Location:Berlin, Massachusetts
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Re: Daldorer, Obsid Nethermancer

Post by etherial » Thu Apr 16, 2020 1:50 am

Helping the Hunters
http://fasagames.com/forum/viewtopic.php?f=55&t=1605

Rewards:
3 TIPs
800 Legend
200 Silver

Items used:
None

Are you going to write a Journal?
Spoiler:
The surface dwellers have already started encountering problems. A group of hunters claim they were attacked by Cadaver Men that had weathered the Scourge on the surface (or perhaps were the result of the initial failed actions by His Majesty's Royal Exploratory Force). Not all of the hunters returned, so now the ranks of the Cadaver Men have grown. An enemy that gains its fallen foes as footsoldiers is a fearsome foe, forsooth.

Following the same game trail as the hunters were some bears. William told us to attack the cubs first, that that would frighten away their Alpha, but that did not seem to work. Bears are not our enemies so we did not fight to kill, just to survive. The Beastmaster tried to make friends with the Alpha, but did not succeed. A youngling would have been easier.

We found the corpses of the hunters still walking. What intelligence had once lived within them was gone. I had borne little hope that they had knowledge of their time of death, but the world is a strange place and one must always be open to new ideas. Witnessing their Frenzy firsthand was disturbing, but we were able to keep them largely at bay, and put them down, never to trouble the living again. That was when the Wizard began to scream.

A mindslug had been attracted to Dubhan's intellect and was attempting to subvert their flesh. Zil was a faster physician than I, however, and was able to get to the slug before irreparable harm had come to Dubhan. One must be prepared for anything on the surface, including fast action.
40 Legend
50 Silver

Downtime:

Legend Spent:
Raised Nethermancy to 3 (300)
Raised Steel Thought to 2 (200)
Raised Steel Thought to 3 (300)

Purchases in the Grand Bazaar:
None

User avatar
etherial
Posts:964
Joined:Sun Nov 27, 2016 11:04 pm
Location:Berlin, Massachusetts
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Re: Daldorer, Obsid Nethermancer

Post by etherial » Sun Apr 19, 2020 3:51 am

Room to Fly
http://fasagames.com/forum/viewtopic.php?f=55&t=1692

Rewards:
3 TIPs
800 Legend
150 Silver
4 Physician's Kit Refills

Items used:
1 Physician's Kit Use

Are you going to write a Journal?
Spoiler:
So many are seeking to leave Throal. I wonder sometimes why they are so eager to risk death. Then again, why am I? A tribe of Windlings known as Skyreaders sought the perfect nesting site out of doors. Naturally, their wants were contradictory - near water but not flooded. With trees but no jungles. Free of danger but full of adventure. On the surface, but free of Horrors.

Their leader hired us to face the dangers of the surface and clear any unexpected problems for them. We made camp first in a pre-Scourge trading post that had weathered quite well. I was surprised no one had resettled it, although the colony of Krilworms that lived there might be an indication why. They tried to scare us off, but we proved scarier.

Further on we traveled. We saw an entire forest perambulating westward. To the best of our ability, it was perfectly natural, though highly bizarre. Though I am no Elementalist, I lament that we did not have time to give it a closer investigation and see what possible phenomenon could have caused it.

We began to explore another location, but just as I pointed out how it was unsuitable for windling habitation - being a boggy marsh full of shallow water, some monstrous figures of living mud rose out and attacked us. They began to glom onto us, desiring to weigh us down and no doubt transmogriphy us into mud. Luckily I had my touch spell activated and I tore their Spirits asunder. My rock-cousin was likewise outnumbered but likewise shrugged off their attacks.

At last we arrived at a pleasant beach overlooking some equally pleasant-looking islands. The windlings scouted the island and confirmed it an ideal location for them, including having the added security of a moat. There was, however, a termite mound of massive proportions, with termites of equally massive proportions living within, that we needed to clear out before they could settle it. We fashioned a crude raft to ferry us across. The termites were no threat to us and we squashed them like bugs. A pity the Windlings could not find a way to share the island with them, it seemed like a waste of life to me. And so the despoiling of the land by my fellow Namegivers has begun in earnest.

Speaking of despoiling, a belligerent T'Skrang soon landed on the island and demanded we leave. Having no flag, and with an arrow in his tail, he agreed to retreat. Has war come to Barsaive so soon?
40 Legend
50 Silver

Downtime:

Legend Spent:
Raised Frighten to 3 (300)
Raised Awareness to 2 (200)
Raised Awareness to 3 (300)

Learned Bone Circle

Purchases in the Grand Bazaar:
Spell Training (50)

User avatar
etherial
Posts:964
Joined:Sun Nov 27, 2016 11:04 pm
Location:Berlin, Massachusetts
Contact:

Re: Daldorer, Obsid Nethermancer

Post by etherial » Thu Apr 23, 2020 3:36 am

Founding of Grakor
http://fasagames.com/forum/viewtopic.php?f=55&t=1703

Rewards:
3 TIPs
1400 Legend
1 Alchemist's Kit
1 Booster Potion

Items used:

Are you going to write a Journal?
Spoiler:
70 Legend
68.8 Silver

Downtime:
Nethermancer Training (5 days)
Booster Potion (2 days)
Booster Potion (2 days)
Booster Potion (2 days)

Legend Spent:
Raised Astral Sight to 3 (300)
Raised Dispel Magic to 1 (100)
Raised Dispel Magic to 2 (200)
Raised Dispel Magic to 3 (300)
Raised Patterncraft to 3 (300)
Raised Spirit Talk to 1 (100)

Learned Pain

Purchases in the Grand Bazaar:
Nethermancer Training (300)
Alchemical Reagents (75)

User avatar
etherial
Posts:964
Joined:Sun Nov 27, 2016 11:04 pm
Location:Berlin, Massachusetts
Contact:

Re: Daldorer, Obsid Nethermancer

Post by etherial » Thu Apr 30, 2020 2:00 am

Rituals of Engagement
http://fasagames.com/forum/viewtopic.php?f=55&t=1734

Rewards:
5 TIPs
2000 Legend
413 Silver

Items used:

Are you going to write a Journal?
Spoiler:
100 Legend
103.3 Silver

Downtime:
Perception Training (7 days)
Astral Strain Training (2 days)

Legend Spent:
Raised Nethermancy to 4 (500)
Raised Spellcasting to 4 (500)

Raised Perception to 17 (800)
Learned Astral Strain (200)

Purchases in the Grand Bazaar:
Astral Strain Training (100)
Perception Training (490)

User avatar
etherial
Posts:964
Joined:Sun Nov 27, 2016 11:04 pm
Location:Berlin, Massachusetts
Contact:

Re: Daldorer, Obsid Nethermancer

Post by etherial » Mon May 04, 2020 12:39 am

Laying a Foundation
http://fasagames.com/forum/viewtopic.php?f=55&t=1731

Rewards:
3 TIPs
2200 Legend
375 Silver

Items used:

Are you going to write a Journal?
Spoiler:
110 Legend
93.8 Silver

Downtime:
Nethermancer Training (7 days)

Legend Spent:
Raised Astral Sight to 4 (500)
Raised Dispel Magic to 4 (500)
Raised Frighten to 4 (500)
Raised Patterncraft to 4 (500)
Raised Steel Thought to 4 (500)

Purchases in the Grand Bazaar:
Nethermancer Training (500)

User avatar
etherial
Posts:964
Joined:Sun Nov 27, 2016 11:04 pm
Location:Berlin, Massachusetts
Contact:

Re: Daldorer, Obsid Nethermancer

Post by etherial » Mon May 04, 2020 1:23 am

At the Gates of Dawn
http://fasagames.com/forum/viewtopic.php?f=55&t=1743

Rewards:
3 TIPs
2200 Legend
375 Silver

Items used:

Are you going to write a Journal?
No

Downtime:

Legend Spent:
Raised Nethermancy to 5 (800)
Raised Spellcasting to 5 (800)

Raised Spirit Hold to 1 (100)
Raised Suppress Curse to 1 (100)
Raised Suppress Curse to 2 (200)

Purchases in the Grand Bazaar:

User avatar
etherial
Posts:964
Joined:Sun Nov 27, 2016 11:04 pm
Location:Berlin, Massachusetts
Contact:

Re: Daldorer, Obsid Nethermancer

Post by etherial » Thu May 21, 2020 3:26 am

The Masque of Life and Death
http://fasagames.com/forum/viewtopic.php?f=55&t=1769

Rewards:
5 TIPs
2000 Legend
413 Silver
Leather Mask

Items used:

Are you going to write a Journal?
Spoiler:
100 Legend
103.3 Silver

Downtime:
Disarm Trap Training (7 days)
Item History (Magic Amulet) (7 days)
Item History (Magic Amulet) (7 days)
Research (Magic Amulet) (7 days)
Research (Magic Amulet) (7 days)


Legend Spent:
Learned Disarm Trap (200)
Tied Rank 1 to Patternwrack (200)
Tied Rank 2 to Patternwrack (300)
Tied Rank 3 to Patternwrack (500)
Tied Rank 4 to Patternwrack (800)

Purchases in the Grand Bazaar:
Disarm Trap Training (10)
Item History (Magic Amulet) (75)
Item History (Magic Amulet) (225)
Research (Magic Amulet) (Moe-uhane) (75+20)
Research (Magic Amulet) (Moe-uhane) (225+20)

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