[ECL 9] Dvarim Bolg, Dwarf Weaponsmith/Elementalist

Moderator: etherial

bronzemountain
Posts: 289
Joined: Fri Feb 21, 2020 10:02 pm

[ECL 9] Dvarim Bolg, Dwarf Weaponsmith/Elementalist

Post by bronzemountain » Fri Feb 21, 2020 10:27 pm

Roll20 Name: Dvarim/Temur
Discord ID: bronzemountain@8007
Character Name: Dvarim Bolg (He/Him)
Race: Dwarf
Residence: Bolgenar, a few miles north, and some distance above Throal.

Lifetime Legend Total: 447,720 (ECR 9)
Unspent Legend: 3620
Thread Item Points: 20 (135 total)
Silver: 7,944.7

Participation Template:
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[b]Name:[/b] [url="http://www.fasagames.com/forum/viewtopic.php?f=56&t=1604"]Dvarim Bolg[/url]
[b]ECL:[/b] 9
[b]Discipline:[/b] Weaponsmith / Elementalist
[b]Quote/Unique:[/b] [i]"Well, that ain't right."[/i]
[b]Notable Abilities:[/b] Physician, Lock Pick, Chiseled Dwarven Good Looks
[b]Downtime:[/b] 
[list]
[*] Forge Weapon 9/22
[*] Forge Armor 9/22 
[*] Craftsman (anything) 9/26
[*] Design Enchanting Pattern 9/22
[*] Enchant True Pattern 9/26
[*] Item History 4/17
[/list]
[b]Last Game Played:[/b] 2020-07-26 ([url="http://fasagames.com/forum/viewtopic.php?f=55&t=1964"]Purify the Irondelve Liferock[/url])
Advancement Template:
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[b][u]ADVENTURE[/u][/b]
[url="http://fasagames.com/forum/viewtopic.php?f=55&t=1668&p=12295#p12295"]AAR[/url]

[b]Rewards[/b]:
[b]TIPs[/b]: 3
[b]Legend points[/b]: 39,000
[b]Silver[/b]: 1,000
[b][url="http://fasagames.com/forum/viewtopic.php?f=55&t=1668&p=12302#p12302"]Journal[/url][/b]

[b]Downtime[/b]:

[b]Legend Spent:[/b]

[b]Purchases in the Grand Bazaar:[/b]
None
SOP for Discord:
Spoiler:

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**Dvarim Bolg SOP**
Karma Ritual in the morning.
Fire Heal - *Morning* - 1 Recovery / Step 5 DN - 1 Day
Temper Flesh - *morning* - DN 6 - 1 Day

**Matrices**
Standard (6) - Metal Wings
Standard (1) - Air Armor
Enhanced (6) - Lightning Step - Increase Effect +1
Enhanced (2) - Shield Willow - Increase Effect +1
Enhanced (8) - All Elemental spears - *Item*

**Chain Casting** (Elementalism 5)
1) Air Armor - Increase Duration (Minutes), Increase Effect (+2) - +5 PA - Dvarim
2) Shield Willow - Additional Target (+Rank) - +3PD/MD on shield - Dvarim + 6 Targets
3) Metal Wings - Additional Target (+Rank) - Flight (12) - Dvarim + 6 Targets
Characteristics
Dex: 16/7
Str: 13/6
Tou: 13/6
Per: 16/7
Wil: 15/6
Cha: 13/6

Karma Mod: 4
Karma Step: 4
Karma Max: 36
Uncon: 66 (71 - 5 blood magic)
Death: 81 (86 - 5 blood magic)

Init: 4 (7-3)
PD: 13
PA: 20
MD: 15
MA: 11
SD: 8

Movement: 10
Carrying Capacity: 155
Wound Threshold: 9
Recovery tests per day: 4 (+1 from Dweomerswift)

Discipline: Weaponsmith
Circle: 9
Discipline Abilities: Durability 5, Karma on making/repairing, +2 MD, Karma on Recovery tests, +1 PD, Karma on Damage tests (with self-crafted weapon), +1 MA, Karma on adjacent ally's action, +2PA/+2MA/+3Damage (self-crafted items)
Free Talent: Craftsman (9)
Talents
Spoiler:
First Circle
Discipline Talent: Forge Weapon (10)
Discipline Talent: Item History (4)
Discipline Talent: Melee Weapons (10)
Discipline Talent: Steel Thought (10)
Discipline Talent: Thread Smithing (9)
Talent Option: Fireblood (9)

Second Circle
Discipline Talent: Conversation (5)
Talent Option: Avoid Blow (10)

Third Circle
Discipline Talent: Suppress Curse (10)
Talent Option: Haggle (10)

Fourth Circle
Discipline Talent: Wound Balance (9)
Talent Option: Danger Sense (5)

Fifth Circle
Discipline Talent: Forge Armor (10)
Talent Option: Iron Constitution (5)

Sixth Circle
Discipline Talent: Temper Flesh (7)
Talent Option: Resist Taunt (6)

Seventh Circle
Discipline Talent: Spot Armor Flaw (9)

Eighth Circle
Discipline Talent: Lion Heart (5)
Talent Option: Battle Shout (9)

Ninth Circle
Discipline Talent: Perfect Focus (1)
Talent Option: Momentum Attack (8)
Discipline: Elementalist
Circle: 6
Discipline Abilities: Durability 3, +2 MD (redundant), +1 PD (redundant), Karma to target an additional ally with a spell
Free Talent: Spell Matrix (5), Enhanced Spell Matrix (5)
Talents
Spoiler:
First Circle
Discipline Talent: Awareness (6)
Discipline Talent: Patterncraft (6)
Discipline Talent: Spellcasting (8)
Discipline Talent: Elementalism (Thread Weaving) (7)
Discipline Talent: Wood Skin (6)
Talent Option: Spell Matrix (1)

Second Circle
Discipline Talent: Fire Heal (6)
Talent Option: Avoid Blow (see Weaponsmith)

Third Circle
Discipline Talent: Elemental Tongues (5)
Talent Option: Wind Catcher (6)

Fourth Circle
Talent Option: Astral Sight (6)

Fifth Circle
Talent Option: Enhanced Matrix (2)
Discipline Talent: Summon (6)

Sixth Circle
Discipline Talent: Willforce (6)
Talent Knacks
Craft True Pattern (Thread Smithing 5)
Design Enchanting Pattern (Thread Smithing 8)
Handle Elements (Thread Smithing 5)
Incorporate Glyph (Pattercraft 5)
Incorporate Bound Spirit (Patterncraft 6)
Defiant Shout (Battle Shout 7)

Spells
Circle 1: Resist Fire (free with circle 1), Air Armor, Flameweapon, Heat Food, Earth Darts, Shelter, All the other Resist Elements
Circle 2: Shield Willow, Slow Weapon (free with circle 2), Air Mattress
Circle 3: Winds of Deflection (free with circle 3), Plant Feast, Mantle of the Reflecting Pool
Circle 4: Lightning Step (free with circle 4), All 5 Elemental Spears
Circle 5: Ride the Lightning (free with circle 5)
Circle 6: Metal Wings (free with circle 6)

Skills
Spoiler:
Knowledge Skill: Trade Routes (1)
Knowledge Skill: Barsaive History (1)

Read/Write Language: (1) (Throalic)
Speak Language: (2) (Throalic, T'skrang)

Artisan Skill: Rune carving (3)
General Skill: Unarmed Combat (2)
General Skill: Lock Picking (2)
General Skill: Physician (2)
General Skill: Resist Pain (1)
Equipment:
Spoiler:
Adventurer’s Kit (backpack, bedroll, flint & steel, torch, waterskin, large sack)
Artisan Tools (carving tools)
Dagger
Traveler’s Garb (soft boots, shirt, belt, robe or breeches, traveler’s cloak)
Trail Rations (1 month)
Mine Rations (2 weeks)
Physician's Kit (3 uses)
2x Kelix's Poultice
2x Healing Potion
1x Last Chance Salve
Death Cheat Charm
Orichalcum (1,000sp worth)
7x Perfect True Fire kernels, 7x Perfect True Earth kernels
Superbly Crafted Anvil/Forge (3 craftsman successes, 3 rune carving successes)
Wealthy Travelers Garb (Riding Boots, Belt, Shoes, 3 Patterned Shirts, Guild Breeches, Fine Hat, Satin Lined Cloak, Ornamental Brooch)

Footman's Shield
Forge Friend: Hide Armor (Forged +7 PA, Atelier Dvarim)
Loyal Heart: Battle Axe (Forged +5; marked with the icon of Rusty, the great hero, Atelier Dvarim) (3 succ exceptional craftsmanship)
Threads Items:
Belt of the Nightflyer (Journeyman, fully researched, rank 6 thread)
Spoiler:
A heavy belt with a black buckle on which a krillworm is portrayed in golden crystals.
Rank 1: +1 PA (Name: Belt of the Nightflyer)
Rank 2: Command Nightflyer +1
Rank 3: +1 MA
Rank 4: Great Leap +1
Rank 5: +2 PA
Rank 6: 4 strain for Cloak of the Nightflyer for 16 minutes
Grips of the Forge (Journeyman, fully researched, rank 6 thread)
Spoiler:
Silver gauntlets in a very symmetrical, finely worked pattern, interlaced with golden and orichalcum plates.
Rank 1: +1 close combat tests (Name: Grips of the Forge)
Rank 2: +1 PA
Rank 3: +2 close combat tests (Creator: The wizard, Grigori)
Rank 4: Red Heat. 1 strain and standard action to add +3 to damage tests and Crushing Grip for thread rank rounds
Rank 5: +1 MA (Origin: A forge fueled by the Death's Sea fire)
Rank 6: Crushing Grip. Spend an additional success (two against a natural weapon, or a weapon Size 2 or smaller) and 2 Strain on an Avoid Blow, Disarm, or Riposte test to grab and damage the weapon by making a Strength test with a bonus equal to the thread rank against the weapon’s Damage Step. If successful, the Damage Step is reduced by 1 for each success. If it is used against a natural weapon, the Difficulty is the opponent’s Toughness Step and causes a Wound if the test is successful (this does not reduce the Damage Step). Thread items cannot be permanently destroyed with this ability. The Strength test may not be improved or replaced by talents. This special maneuver may be used once per round.
Shield Brother: Crystal Raider Shield (Journeyman, fully researched, rank 6 thread)
Spoiler:
A battered and chipped crystal raider shield still adorned with cracked and faded battle paint from years past. The crystal is milky where broken arrowheads, dagger and sword tips remain embedded deep within the crystal and it has grown over these old wounds like scar tissue. The leather straps are well oiled and much newer than the shield, but still show signs of regular wear. Each morning, the battle paint returns as it was at the beginning of the previous day, cracked and faded.
It is sized for a troll, but resizes itself to the owner. When the owner picks it up, it almost hums with excitement and the thrill of the impending battle. It is warm and aggressive; it wears its scars with pride.

Rank 1: The shield is Mystic Defense +3
Rank 2: The shield is Physical Defense +3
Rank 3: The owner gains the Shield Brother ability. For 1 Strain as a Free action, the wearer’s face is painted with the symbol adorning the shield and the shield thrums with excitement. The wearer does not take Strain for the Aggressive Attack combat option and their penalties to Physical and Mystic Defense are reduced by 1 each until the end of the turn.
Rank 4: When the wearer uses Shield Brother, their Mystic Defense penalty from the Aggressive Attack combat option is reduced by 2.
Rank 5: For 1 Strain per target, the wearer can extend the Shield Brother ability to willing adjacent allies. This ability paints their faces with the shield’s symbol. The wearer must be using Shield Brother to extend it to allies.
Rank 6: When the wearer uses Shield Brother, their Physical Defense penalty from the Aggressive Attack combat option is reduced by 2.
Dweomerswift: Wyvern Skin Armor (Journeyman, Atelier Dvarim, rank 6 thread, (Forged +7 PA/+2 MA 2020-07-18, Atelier Dvarim))
Spoiler:
Maximum Threads: 1
Mystic Defense: 12
Legend Point Cost: Journeyman

The russet scales of this wyvern skin armor have highlights of burnished gold and the edges of each scale are trimmed with orichalcum. Exceptional craftsmanship can be seen throughout, though it is undecorated and a functional design. When a thread is attached, the True air woven into the armor interacts with True water, causing the wearer’s form to occasionally shimmer, as though disconnected from time for a brief instant.

Thread Rank One
Key Knowledge:
Effect: The armor is now Initiative Penalty 2.

Thread Rank Two
Effect: The wearer gains the Dwoemerswift ability. As a Simple action for 1 Strain, the orichalcum glows a coppery red, revealing the patterns it forms throughout the armor. The wearer’s next successful Spellcasting test gains the benefit of an additional success. If the additional success increases duration, it is two additional successes.

Thread Rank Three
Key Knowledge:
Effect: The armor is now Initiative Penalty 1.

Thread Rank Four
Effect: As a Simple action for 1 Strain after Dwoemerswift affects a spell, the air surrounding the wearer grows thick as everything immediately around them slows, giving the wearer more time to respond to attacks. The wearer gains +2 to Avoid Blow tests until the end of the next round.

Thread Rank Five
Key Knowledge:
Effect: The wearer gains +1 Recovery Test per day.

Thread Rank Six
Effect: As a Simple action for 1 Strain after Dwoemerswift ability affects a spell, the wearer gains a preternatural awareness of attacks around them. The wearer can use Avoid Blow against Blindsided and Surprise attacks until the end of the next round.
Enforcer of Standards: Scythan Axe (Warden, Atelier Dvarim, rank 8 thread, (Forged +9 2020-06-27, Atelier Dvarim))
Spoiler:
Maximum Threads: 1
Mystic Defense: 12
Legend Point Cost: Journeyman

The finely crafted Scythan axe is infused with True earth and fire, giving the weapon a hefty, solid feel and the blade reflects light with a ruddy glow. A glyph is emblazoned on the blade.

Thread Rank One
Key Knowledge:
Effect: The axe contains a Standard Matrix with rank equal to the Thread Rank.

Thread Rank Two
Effect: The wielder gains the Arcane Strike ability. As a Simple action for 1 Strain, the blade of the axe flares with magical flame. If the wielder successfully attacked an opponent with the spell in the axe’s spell matrix in the previous round, they gain +1 to Attack and Damage tests with the axe until the end of the next round.

Thread Rank Three
Effect: The wielder gains +1 to Spellcasting and Effect tests when casting the spell in the axe’s spell matrix.

Thread Rank Four
Effect: The Arcane Strike ability now gives +2 to the Attack and Damage tests.

Thread Rank Five
Effect: The wielder now gains +2 to Spellcasting and Effect tests when casting the spell in the axe’s spell matrix.

Thread Rank Six
Effect: While the Arcane Strike ability is active, the wielder can spend an additional Karma Point on Attack tests with the axe. This has no other requirements.

Thread Rank Seven
Effect: The Standard Matrix is now an Enhanced Matrix.

Thread Rank Eight
Effect: The wielder gains the following special maneuver:
Arcane Strike (Wielder, Close Combat): The wielder can spend 2 Strain and two additional successes on an Attack test with the axe to cause the glyph on the axe to flare to life. This allows the wielder to cast the spell contained in the axe’s spell matrix as a Free action. The spell is resolved after the attack using this special maneuver is fully resolved. The spell cannot require any threads to be woven and cannot benefit from extra threads beyond what is contained (if any) in the axe’s spell matrix. This special maneuver can only be used once per round and only on the wielder’s turn.
The Journal of Dvarim Bolg: Brief Backstory:
Dvarim Bolg was born in a forge while his mother was still working hot iron. As the story goes, the fire got into him that day and never left, always to smolder warm in his heart. The middle child of five (3 sisters, 1 brother), Dvarim grew up on his father's tales of curiosity and heroism and dashing explorers. His father was a Troubador of very minor fame, and his siblings took after their dad - feeling the call of the air sailor, the archer, the scout, and the thief. This was a magical family - and no one was entirely sure why. Dvarim, however, took after his mother, a Weaponsmith. Combining his father's grand stories with his mother's iron practicality, he built his own vision of the world - an ambition to take the raw material left after the Scourge and forge it into greatness for all!
Last edited by bronzemountain on Sun Aug 02, 2020 1:40 pm, edited 154 times in total.

ottdmk
Posts: 363
Joined: Mon Dec 12, 2016 10:25 pm

Re: Dvarim Bolg, Dwarf Weaponsmith

Post by ottdmk » Sat Feb 22, 2020 6:40 pm

Sanctioned!
Spoiler:
bronzemountain wrote:
Fri Feb 21, 2020 10:27 pm
Roll20 Name: Ashwath
Discord ID: bronzemountain@8007
Character Name: Dvarim Bolg
Race: Dwarf

Lifetime Legend Total: 0
Unspent Legend: 0
Thread Item Points: 0
Silver: 15

Discipline: Weaponsmith
Circle: 1
Discipline Abilities: Durability 5

Characteristics
Dex: 15
Str: 13
Tou: 13
Per: 16
Wil: 13
Cha: 13

Karma Mod: 4
Karma Step: 4
Karma Max: 4
Uncon: 31
Death: 38

Init: 6
PD: 9
PA: 5
MD: 9
MA: 3
SD: 8

Movement: 10
Carrying Capacity: 155
Wound Threshold: 9
Recovery tests per day: 3

[Discipline] Talents
First Circle Discipline Talent: Forge Weapon (3)
First Circle Discipline Talent: Item History (0)
First Circle Discipline Talent: Melee Weapons (3)
First Circle Discipline Talent: Steel Thought (0)
First Circle Discipline Talent: Thread Smithing (0)
First Circle Talent Option: Fireblood (2)

Free Talent: Craftsman (1)

Other Talents
Racial Talent: N/A

Talent Knacks
N/A

Spells
N/A

Skills
Knowledge Skill: Trade Routes (1)
Knowledge Skill: Barsaive History (1)

Read/Write Language: (1) (Throalic)
Speak Language: (2) (Throalic, T'skrang)

Artisan Skill: Rune carving (2)
General Skill: Battle Shout (3)
General Skill: Lock Picking (2)
General Skill: Physician (2)

Equipment:
Adventurer’s Kit (backpack, bedroll, flint & steel, torch, waterskin, large sack)
Artisan Tools (relevant to character’s Artisan skill; needs gamemaster approval)
Dagger or knife (or a similar Size 1 or 2 weapon)
Traveler’s Garb (soft boots, shirt, belt, robe or breeches, traveler’s cloak)
Trail Rations (1 week)

Hide Armor
Battle Axe

Threads Tied:

Animal Companions:

Brief Backstory:
Dvarim Bolg was born in a forge while his mother was still working hot iron. As the story goes, the fire got into him that day and never left, always to smolder warm in his heart. The middle child of five (3 sisters, 1 brother), Dvarim grew up on his father's tales of curiosity and heroism and dashing explorers. His father was a Troubador of very minor fame, and his siblings took after their dad - feeling the call of the air sailor, the archer, the scout, and the thief. This was a magical family - and no one was entirely sure why. Dvarim, however, took after his mother, a Weaponsmith. Combining his father's grand stories with his mother's iron practicality, he built his own vision of the world - an ambition to take the raw material left after the Scourge and forge it into greatness for all!

bronzemountain
Posts: 289
Joined: Fri Feb 21, 2020 10:02 pm

Player: Waking the T'skrang

Post by bronzemountain » Sun Feb 23, 2020 12:01 am

Waking the T'skrang
AAR

Rewards:
TIPs 3
Legend points 840 (includes journal bonus)
Silver 250 (includes journal bonus)

Items used:
N/A

Are you going to write a Journal?
Journal

Downtime:
Forge Weapon (Battle Axe +2) | 1 week
Circle Training (2nd) | 1 week

Legend Spent:
Raised Item History to 2 (300)
Raised Steel Thought to 2 (300)
Raised Conversation to 1 (100)
Raised Avoid Blow to 1 (100)

Purchases in the Grand Bazaar:
N/A
Last edited by bronzemountain on Wed Apr 01, 2020 5:40 pm, edited 1 time in total.

bronzemountain
Posts: 289
Joined: Fri Feb 21, 2020 10:02 pm

Player: Excalibur Overboard

Post by bronzemountain » Sat Mar 07, 2020 2:10 am

Excalibur Overboard
AAR

Rewards:
TIPs 3
Legend points 840 (includes journal bonus)
Silver 250 (includes journal bonus)

Items used:
N/A

Are you going to write a Journal?
Journal

Downtime:
Forge Weapon (Battle Axe +3) | 1 week
Market Forged Armor (Hide +2) | 2 weeks & 150 silver

Legend Spent:
Raised Avoid Blow to 3 (500)
Raised Fireblood to 3 (300)

Purchases in the Grand Bazaar:
N/A
Last edited by bronzemountain on Wed Apr 01, 2020 5:40 pm, edited 1 time in total.

bronzemountain
Posts: 289
Joined: Fri Feb 21, 2020 10:02 pm

GM: Cloister of Silence

Post by bronzemountain » Fri Mar 13, 2020 3:57 am

Cloister of Silence (GM)
AAR

Rewards:
TIPs: 1
Legend points: 400
Silver: 100
Items used:
N/A

Downtime:


Legend Spent:
Raised Steel Thought to 3 (300)

Purchases in the Grand Bazaar:
N/A
Last edited by bronzemountain on Wed Apr 01, 2020 5:41 pm, edited 1 time in total.

bronzemountain
Posts: 289
Joined: Fri Feb 21, 2020 10:02 pm

Player: The Great Gats-Bee

Post by bronzemountain » Sun Mar 15, 2020 1:25 am

The Great Gats-Bee
AAR

Rewards:
TIPs: 3
Legend points: 840 (including Journal bonus)
Silver: 70 + 50% discount on attribute training (including journal bonus)

Are you going to write a Journal?
Journal

Downtime:
Raised Dex by 1 (6 days)

Legend Spent:
Raised Dex by 1 (800LP, 180sp)

Purchases in the Grand Bazaar:
N/A
Last edited by bronzemountain on Wed Apr 01, 2020 5:41 pm, edited 1 time in total.

bronzemountain
Posts: 289
Joined: Fri Feb 21, 2020 10:02 pm

Player: Thiefing the Way Home

Post by bronzemountain » Wed Mar 18, 2020 2:10 pm

Thiefing the Way Home
AAR

Rewards:
TIPs: 3
Legend points: 1470 (including Journal bonus)
Silver: 343 (including journal bonus)

Are you going to write a Journal?
Journal

Downtime:
Advanced to Circle3 (300sp, 1 week)
Craft Scythan Axe (10sp)

Legend Spent:
Raised Item History to 3 (300)
Raised Melee Weapons to 4 (500)
Raised Forge Weapon to 4 (500)
Raise Awareness to 2 (300)

Purchases in the Grand Bazaar:
Footman's Shield (15sp)
Last edited by bronzemountain on Wed Apr 01, 2020 5:41 pm, edited 2 times in total.

bronzemountain
Posts: 289
Joined: Fri Feb 21, 2020 10:02 pm

Player: A Dwarf of Culture

Post by bronzemountain » Sun Mar 22, 2020 3:54 am

A Dwarf of Culture
AAR

Rewards:
TIPs: 3
Legend points: 1470 (including journal bonus)
Silver: 343 (including journal bonus)

Are you going to write a Journal?
Journal

Downtime:
Forge Scythan Axe (2)
Forge Scythan Axe (4)

Legend Spent:
Raised Avoid Blow to 4 (500)
Raised Steel Thought to 4 (500)
Raised Fireblood to 4 (500)
Raise Awareness to 3 (300)

Purchases in the Grand Bazaar:
None
Last edited by bronzemountain on Wed Apr 01, 2020 5:41 pm, edited 2 times in total.

bronzemountain
Posts: 289
Joined: Fri Feb 21, 2020 10:02 pm

GM: The Dinner Club

Post by bronzemountain » Sun Mar 22, 2020 11:14 pm

The Dinner Club (GM)
AAR

Rewards:
TIPs: 3
Legend points: 1,400
Silver: 275
Items used:
N/A

Downtime:
Circle 4 Training

Legend Spent:
Raised Item History to 4 (500)
Raised Awareness to 4 (500)
Raised Wound Balance to 2 (300)

Purchases in the Grand Bazaar:
N/A
Last edited by bronzemountain on Wed Apr 01, 2020 5:41 pm, edited 1 time in total.

bronzemountain
Posts: 289
Joined: Fri Feb 21, 2020 10:02 pm

Player: Raising the Riverboats

Post by bronzemountain » Sat Mar 28, 2020 9:27 pm

Raising the Riverboats
AAR

Rewards:
TIPs: 5
Legend points: 3150 (including journal bonus)
Silver: 704sp (including journal bonus)

Are you going to write a Journal?
Journal

Downtime:
Item History x3 (Belt of the Nightflyer) (overlapping 3 weeks)
Research x3 (Belt of the Nightflyer) (1 week)
Forge Loyal Heart (+4) (1 week)

Legend Spent:
Raised Thread Smithing to 4 (1600lp)
Weave Rank 3 Thread to Belt of the Nightflyer (1000lp)

Purchases in the Grand Bazaar:
Great Library access (20sp)
Research (with discount from Dubhan) (675sp)
Last edited by bronzemountain on Wed Apr 01, 2020 5:42 pm, edited 1 time in total.

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