約 2,010,085 件
https://w.atwiki.jp/pcgamejp/pages/78.html
販売元 マイクロソフト 発売日 2002/4/5 ジャンル RPG, アクション 体験版 マイクロソフト公式, 4Gamer パッケージ 輸入版, 日本語版, Steam版 備考 関連 Dungeon Siege II, Dungeon Siege III スクリーンショット 日本語化情報 Steamで販売されているDungeon Siege CompleteはDungeon Siege Ⅰ,Ⅱ,Ⅲすべて日本語対応。 Dungeon Siege単品では購入できないので注意。 関連リンク 公式サイト 海外公式サイト。 購入 コメント 注意事項 他人が不快になるコメントはお控えください。 ゲームに関係のない話題はご遠慮ください。 名前
https://w.atwiki.jp/battlepirates/pages/58.html
Siegeクラス概要 Researchable hulls HammerHead Blueprint hulls Buccaneer Cannoneer Centurion Crusader Dreadnought Eradicator Fusion Cruiser HellHound Hydra Siege Cruiser Ironclad Juggernaut X Nuclear Cruiser Proto-Centurion Punisher Shrike Strike Cruiser X Vanguard Vindicator Limited hulls Avenger Blood Hydra Brutal Eradicator Buccaneer's Boon Greta s Nuclear Cruiser Harlock s Cannoneer Harlock s Centurion Harlock s Ironclad HellBlazer High-Lander s Nuclear Cruiser Templar Solon s Shrike Unshackled HellHound Vassago s Punisher コメント Researchable hulls HammerHead Blueprint hulls Buccaneer Cannoneer Centurion 自身の周囲にsplashダメージを減少させるフィールドを展開している。 効果は重ねがけ可能で、5隻まとめておけば0.8^5=約0.33でダメージ1/3になる計算。 所感 foundryのsiegeツリーtier4艦。攻撃・防御・機動性のすべてがcrusaderから順当に進化している。 ただしunreactiveが無いので、ランチャー相手には少し慎重に。 Crusader 自身の周囲にsplashダメージを減少させるフィールドを展開している。 効果は重ねがけ可能で、5隻まとめておけば0.8^5=約0.33でダメージ1/3になる計算。 同じ目標に射撃を続けるとだんだん命中率が上がっていき、最高で1.5倍になる。 所感 旧foundryのsiegeツリーtier3艦。 実装当時は、この速力でballistic射程+40%を持っている艦は初であり極めて優秀だった。 Dreadnought 所感 旧foundryのsiegeツリーtier1艦。 姉妹艦のdreadnoughtXはmortar艦で、こちらはcannon艦。 Eradicator +スキン holidangerous eradicator Fusion Cruiser HellHound Hydra Siege Cruiser Ironclad bloodthirstアビリティ持ち。リロードが速くなり、防御は大きく向上する。 防壁を除く基地施設や砲台などを破壊すると効果アップしていき、5個破壊で効果最大となる。 所感 siegeターゲットを破壊するための重装甲艦。短射程なのでアウトレンジ攻撃は出来ないが、とても頑丈。 DMB,SDG,帝国基地、ウラン基地の攻略に役立つ。 splashボーナスが極めて大きく、splash付きcannonを装備するとmortar並みの広範囲攻撃が可能となる。 Juggernaut X Nuclear Cruiser Proto-Centurion Punisher 所感 攻撃・防御・回避が高水準で揃った優秀な艦。電磁砲系の貫通距離を+35伸ばす能力を持っている。 防御性能を買われて、迎撃・防御特化の盾艦として使われることも多い。 Shrike +スキン holidangerous shrike Strike Cruiser X Vanguard Vindicator 所感 旧foundryのsiegeツリーtier2艦。攻撃性能はそれほどでもないが、すべての兵器の命中率にボーナスが付く。 特定の種類の兵器ではなく「すべて」というのがミソで、これには当然迎撃兵器も含まれる。 脆いのがネックだが、序盤においては優秀な迎撃艦となる。上手く守って使ってやろう。 Limited hulls Avenger Blood Hydra Brutal Eradicator +スキン holidangerous brutal eradicator Buccaneer s Boon Greta s Nuclear Cruiser Harlock s Cannoneer Harlock s Centurion Harlock s Ironclad HellBlazer High-Lander s Nuclear Cruiser Templar Unshackled HellHound Vassago s Punisher 名前
https://w.atwiki.jp/solomonskeep/pages/43.html
:SIEGE MAGE 全ての攻撃の威力を上昇させる。レベル20以上?でのみ習得できる可能性がある。 マナコストを上げずに威力が上がる、再合成無しでWELDING MAGICの威力を上げられる、上り幅が大きいと良い事尽くめ。 +x DAMAGEのITEMでの上昇分にも有効なため、組み合わせるとさらに効果的。 レベル 攻撃力上昇 1 25% 2 50% 3 75% 4 100% 5 125% 6(成長限界) 150% 7 175% 8 200% 9 250% 10 % 11 300%
https://w.atwiki.jp/tankionline/pages/34.html
Pass Ping-Pong Red Alert SandalII Sandbox Serpuhov Short bridgeII Siege Pass Pass Max10 DM/TDM/CTF Dv~ 名前 コメント Ping-Pong Ping-Pong Max6 DM/TDM/CTF v~ Fire無双 -- 名無しさん (2010-08-25 21 08 48) 名前 コメント Red Alert Red Alert Max16 DM/TDM/CTF Dv~ 名前 コメント SandalII SandalII Max10 DM/TDM/CTF Dv~ 名前 コメント Sandbox Sandbox Max8 DM/TDM/CTF Dv~ 名前 コメント Serpuhov Serpuhov Max20 DM/TDM/CTF Dv~ 名前 コメント Short bridgeII Short bridgeII Max20 DM/TDM/CTF Dvv~ 名前 コメント Siege Siege Max20 DM/TDM/CTF Dv~ 名前 コメント
https://w.atwiki.jp/wm_rev/pages/101.html
(96p) SIEGE MACHINES No besieging army would be complete without siege towers and rams with which to pound the enemy’s fortress to pieces. Some races have developed their own versions of these devices but all function in more or less the same fashion and have equal effectiveness. Concerning Victory Points, destroyed or lost Siege Machines immediately give the opponent their victory points no matter if the unit carrying them is destroyed or not. Siege Machines like Siege Towers, Battering Rams or Sows may use initiative to attack the nearest wall section (towers may be ignored). Siege Towers Troop/Type/Attack/Hits/Armour/Command/Unit Size/Points per Unit/ Min/Max Siege Town/M/0/3/3+/-/1/20/ -/- A Siege Tower is a massive wooden tower that rolls forward on huge wheels. It is pushed to the enemу’ s fortress by troops who are protected by its stout timbers. Once the tower reaches its target, a ramp descends allowing the sheltering troops to swarm over the walls. A Siege Tower is a unique kind of machine. Its sole purpose is to deliver troops onto the enemу’ s walls. A Siege Tower must be assigned to a unit of infantry. To represent the fact that they are really inside the Siege Tower, the unit is arranged directly behind in column. A UNIT WITH A SIEGE TOWER The unit is arranged in column behind the Siege Tower. As Siege Towers are such huge constructions the same shooting rules apply to them as to wall sections. All shooting enemy units within reach of Siege Towers may choose which Tower they want to shoot at (but if they choose to shoot at units without Siege Towers they still have to shoot at the next visible unit). All enemy shots against the unit are assumed to hit the Siege Tower because the troops are actually inside it. A Siege Tower and the unit inside it cannot be driven back by missile fire. Should a Siege Tower be destroyed by shooting, its accompanying infantry will abandon it and may continue to fight normally. The Siege Tower has no value in close combat. If the unit is attacked, the Tower is simply ignored. If the unit is forced to retreat, the Siege Tower is destroyed. Units in Siege Towers may pursue or advance in combat leaving their machine behind which effectively means the Siege Tower is destroyed. The Siege Tower can be pushed forward at a speed of 15cm. As it is an incredible effort to move a massive construction like a Siege Tower, command rolls get an extra -1 from second command onward (so the second command would work at a -3 instead of -2). A unit accompanying a Siege Tower cannot make way for other units. If all its accompanying infantry are killed in combat before it reaches the walls, the Siege Tower is considered to have been immobilized or destroyed. Once the Siege Tower reaches the enemy s walls it has effectively done its job. As soon as the walls are reached, the accompanying infantry can assault the defenders or, if there are no defenders, they can occupy the wall as described below. A Siege Tower is usually not tall enough to reach a tower. However, if there is doubt because a tower is especially low, the players should agree before the game whether it can be assaulted like this. Troops making an assault from a Siege Tower cancel out the advantage of fortifications. Both sides count as being in the open (4+ to hit) and the assaulting stand gets the usual +1 bonus for charging. The assaulting unit fights with only one stand (the warriors at the top of the Siege Tower) whilst the defenders fight with all stands that would theoretically be touching were it possible to move all the stands properly into place! As stands touching corner-to-corner would normally fight, defending stands adjacent to the stand directly facing the Siege Tower will fight, assuming they are otherwise free to do so. Once a Siege Tower has reached the walls and is not destroyed, up to three stands of infantry can move up (97p) it and onto the walls in subsequent turns, assuming that there is room for them to spread out whilst remaining in physical contact with each other. (Once stands have moved onto the ramparts they cannot move further that turn, even if unopposed). If a unit assaulting walls via Siege Tower loses the combat and retreats 4cm or less, it still counts as being in the tower and can assault again in the next turn. If the unit retreats more than 4cm and the wall section it faces is subsequently occupied by the enemy, it is automatically destroyed. They push it over! Troops defending walls from a counter attack cannot retreat down a Siege Tower and enemy cannot pursue or advance using a Siege Tower. If the unit pushing the Siege Tower consists of missile armed troops, all stands can shoot as if they were positioned on top of the tower. This brings them up to the same height as the walls. Targets on the ramparts of walls count as being defended from a Siege Tower rather than being fortified. Targets in higher towers still count as being fortified. Battering Rams Troop/Type/Attack/Hits/Armour/Command/Unit Size/Points per Unit/ Min/Max Ram/M/0/3/3+/-/1/10/ -/- Battering Rams are mounted on a wheeled chassis and protected by a wooden roof so that troops inside can push the ram forward under cover. A Battering Ram can be incorporated into a Siege Tower in which case it simply combines the attributes of both. A Battering Ram’s purpose is to affect a breach in the enemy s gate or walls. A UNIT WITH A BATTERING RAM The unit is arranged in column behind the battering ram A Battering Ram must be assigned to a unit of infantry. To represent the fact that they are inside the covered frame the unit is arranged directly behind in column. All enemy shots against the unit are assumed to hit the Battering Ram because the troops are actually inside it. A Battering Ram and the unit inside it cannot be driven back by missile fire. Should a Battering Ram be destroyed by shooting, its accompanying infantry will abandon it and may continue to fight normally. The Battering Ram has no value in close combat. If the unit is attacked, the Ram is simply ignored. If the unit is forced to retreat, the Ram is destroyed. If units with Battering Rams pursue or advance in combat they leave their machine behind which effectively means it is destroyed. The Battering Ram can be pushed forward at 15cm. A unit accompanying a Battering Ram cannot make way for other units. If all its accompanying infantry stands are killed before it reaches the walls, the Ram is abandoned and is considered to have been immobilized or destroyed. Once the Ram reaches the enemy s walls it can begin to batter! The rules for battering are described above. The Ram must be accompanied by a unit of infantry of at least one stand in order for it to batter (they provide the muscle). A unit may not batter and assault at the same time. Sows Troop/Type/Attack/Hits/Armour/Command/Unit Size/Points per Unit/ Min/Max Sows/M/0/3/3+/-/1/5/ -/- These are roofed and wheeled structures that offer protection to troops as they advance towards a castle. A Sow is very much like a big shed on wheels or, to put it another way, a Battering Ram without a ram. A Sow is represented by the same rules as a Battering Ram except that it cannot batter. Sows have no value in close combat. If the unit is attacked it is simply ignored. If the unit is forced to retreat, the Sow is destroyed. Units with Sows may pursue or advance in combat leaving their machine behind which effectively means the Sow counts as destroyed. (98p) Mantlets These are large mobile shields made from stout wood. They offer protection to troops behind them and can gradually be shuffled forward without exposing the sheltering troops to enemy fire. They are used by infantry units and are provided with arrow slits through which missile armed units can shoot. In a siege game, units of infantry can have Mantlets for +10 points per unit. This is enough to cover the unit’s frontage and the unit is considered to be in a defended position. If it charges, it must abandon its Mantlets. If the unit suffers casualties, it automatically abandons any unnecessary Mantlets (these cannot be used by other troops). If retreating or pursuing in combat its Mantlets are abandoned if they haven’t been already. If a unit equipped with Mantlets is driven back by shooting it will carry its Mantlets with it. However, if driven back more than its half pace move (10cm for standard infantry), the unit automatically abandons its Mantlets as it moves. As units carrying Mantlets count as occupying defended positions, they deduct one dice from their drive back distance. A unit can abandon its Mantlets at any time during the Command phase, in which case it is not restricted to one move that Command phase. In this case, the Mantlets are overturned or cast aside and removed from the battle. Boiling Oil or Rock Droppers Defenders are liable to throw anything they can get their hands on at enemies trying to scale the castle walls. Well prepared defenders will have amassed numerous large rocks, prodigious amounts of garbage, masonry, furniture, statuary, dead horses, stone sinks, anvils and the like. Of course, the professional choice is boiling oil but scalding water and hot sand are also used to good effect. We won’t worry much about the exact type of missile. For our purposes it’s enough to assume that the defenders have something appropriate to hand. For the sake of explanation, we’ll assume that Boiling Oil is our preferred option. A 40 to 50mm wide section of wall may be provisioned with Boiling oil or Rock Droppers. This may be used by any unit of troops manning that section. If an assault is launched against a fortress section which is provisioned with Boiling Oil or Rock Dropper units on this and any adjacent sections may use their equipment against the assaulting enemy. Boiling Oil or Rock Droppers can also be used against units making an assault via Siege Tower or Sow but the attackers may use the 3+ armour save of their Siege equipment instead their own. Note that a unit may only use one Stand and Shoot attack. So units equipped with bows or similar have to choose if they use Boiling Oil or their bows when they are assaulted. They may never use both. Boiling Oil or Rock Dropper attacks are worked out immediately before normal combat at the same time, as shots at chargers. A unit can pour oil or shoot with its own weapons at the same time. Any hits inflicted are carried over into the combat and count as having been struck in the first round. Roll a dice and consult the chart below. D6/Result 1/No effect, you miss or the enemy successfully protect themselves from your barrage. 2-3/The enemy unit suffers 1 attack with a -1 on armour saves. 4-5/The enemy unit suffers 2 attacks with a -1 on armour saves. 6/The enemy unit suffers 3 attacks with a -1 on armour saves. (99p) Tribock When helping a Bretonnian army in the Border Princes two empire engineers encountered a massive Bretonnian machine called “Trebuchet”. It was used to reoccupy a fortress treacherous greenlings had taken and proved very useful there. Otto Ressel and his assistant Fritz Hobel further developed the concept of this siege machine, made it bigger and even more effective and gave it the Reikspiel name “Tribock”. Most Empire generals despise this “woodwork” and prefer massive cannons when it comes to sieges. But in the Border Princes black powder is expensive and good iron hard to get and so Warlords there often choose the Tribock at Sieges. Some even say it is more effective than the bombard. Troop/Type/Attack/Hits/Armour/Command/Unit Size/Points per Unit/ Min/Max Tribock/Art/ 1/6 /4/0/-/1/120/ -/1 Range 20-120cm Attack Close Combat 1 / Shooting 6 As the Tribock is such a giant machine it has to be placed on a special stand with a front edge of 40mm and flank edges of 60mm. For siege use only! May not move once it is deployed. Must be deployed before any other unit. Shooting straight ahead Other than normal shooting units the Tribock has a very restricted view. It can only draw line of sight to targets that lie in the corridor that extends straight ahead from the front edge. So the Tribock only has a 4cm wide corridor of sight. For targets outside this corridor it must be ordered to turn. If the order is failed it does not fire that turn. Any Hits caused by the Tribock allow no save. Because of its immense size the Tribock has a range of 120cm but a minimum range of 20cm as the slingshot like nature of the weapon makes it impossible to shoot at closer targets. This obviously makes units that are under 20cm ineligible as potential targets; thus they are ignored as far as the rules for firing at the closest target are concerned. The Tribock may not shoot at enemy units that charge it. Bombard Troop/Type/Attack/Hits/Armour/Command/Unit Size/Points per Unit/ Min/Max Bombard/Art/ 0/4+bounce /3/0/-/1/130/ -/1 Range 90cm Attack Close Combat 0 / Shooting 4+bounce For siege use only! May not move once it is deployed. Must be deployed before any other unit. Shooting straight ahead Other than normal shooting units the bombard has a very restricted view. It can only draw line of sight to targets that lie in the corridor that extends straight ahead from the front edge. So the bombard only has a 2cm wide corridor of sight. For targets outside this corridor it must be ordered to turn. If the order is failed it does not fire that turn. Any Hits caused by the Bombard allow no save. In addition, fortified targets only count as being defended (5+ to hit) and defended targets count as being in the open (4+ to hit). The Bombards shot bounce like a normal cannon’s. This does not apply when shooting at walls/towers as the stonework will obviously stop the cannon ball and prevent it bouncing. Bombards cannot shoot at charging enemy units. Bombards may not be used by Elves or Bretonnians. (100p) Mangonel Troop/Type/Attack/Hits/Armour/Command/Unit Size/Points per Unit/ Min/Max Mangonel/Art/ 0/4 /3/0/-/1/80/ -/1 Range 20-90cm Attack Close Combat 0 / Shooting 4 For siege use only! Mangonels must be deployed before any other unit and cannot move once it is deployed. If firing it fires “straight ahead”. This means it can only draw a line of sight to targets that lie in the corridor that extends straight ahead from the front edge. So the Mangonel only has a 2cm wide corridor of sight. For targets outside this corridor it must be ordered to turn. If the order is failed it does not fire that turn. Any Hits caused by the Mangonel allow no save. The Mangonel has a minimum range of 20cm as it is impossible to adjust its mechanism to shoot at closer target. Mangonels can’t shoot at charging enemy units. Earthworks These are defensive works built by both defending and attacking forces in a siege and sometimes in other situations as well. These are usually hastily constructed out of earth, log barricades, upturned carts, barrels and whatever else comes to hand. Each section of earthworks purchased is 40mm long and 10mm wide, half the size of a standard Warmaster base. Unless otherwise specified in a particular scenario, earthworks are always deployed before the armies set up in the relevant deployment zones, starting with the defender deploying all his earthworks first, or dice off to decide if for some reason there is no defined attacker or defender. Earthworks can be arranged together in whatever formation is desired by the purchasing player. Earthworks count as a linear feature that confers fortified status against missile fire and defended status against any close combat attacks. To remove earthworks to make way for your siege towers and battering rams, a unit of infantry (and only infantry) must be adjacent to the earthworks. If the unit is not in combat at the beginning of the combat phase each stand in contact with an earthwork section gets its basic attacks against it (no charge bonuses, as what the troops are doing is getting their entrenching tools out). Any 6’s that are rolled will destroy the earthwork that is attacked in this way. It is important that you declare exactly which earthwork sections each stand is attacking, as each 40x10mm section is effectively counted as a separate unit for these purposes. Log Rams Log rams are effectively Battering rams but without the added protection of an armoured covering to shield the battering unit. Log rams can be brought to bear much more rapidly than a Battering ram can be. The main disadvantage is, of course, the lack of protection, especially against boiling oil poured on the battering unit by troops on the ramparts above or stand and fire from these units. Attacking infantry units may be equipped with Log rams. A unit that is equipped with Log rams may abandon its Log rams at any point and is then unrestricted by this. Also, when equipped with Log rams a unit may not cross or move through any terrain which is classed as difficult for movement purposes, such as forests or earthworks. If a unit equipped with Log rams is driven back by enemy shooting or magic and is forced to enter difficult terrain it loses its log rams and moves on. When a unit with a Log ram makes contact with a fortress wall it will commence battering in much the same way as a Battering ram. However, if as a result of a boiling oil attack or stand and fire from units on the walls enough hits are inflicted to remove a whole stand then the battering attempt fails. For every wound the unit has to retreat 1cm. Ladders Infantry units may only assault the walls of a fortress with a siege tower or by using ladders. It costs +5 points to equip all stands of a unit with ladders. Infantry units based as cavalry cannot climb ladders.
https://w.atwiki.jp/pcgamejp/pages/79.html
販売元 マイクロソフト 発売日 2006/8/1 ジャンル RPG, ハック スラッシュ 体験版 4Gamer パッケージ 輸入版, 日本語版, Steam版 備考 関連 Dungeon Siege, Dungeon Siege III スクリーンショット 日本語化情報 Steamで販売されているDungeon Siege CompleteはDungeon Siege Ⅰ,Ⅱ,Ⅲすべて日本語対応。 関連リンク 公式サイト 海外公式サイト。 Dungeon Siege2@wiki 攻略情報が充実。 購入 コメント 注意事項 他人が不快になるコメントはお控えください。 ゲームに関係のない話題はご遠慮ください。 名前
https://w.atwiki.jp/scrollsjp/pages/264.html
screen?name=Siege%2BCracker size=small クリーチャー Human, Tribesman E3 コモン このユニットがIdolにダメージを与えたとき、追加でもう5ダメージ与える1 / 2 / 3 キーワード Idolダメージ
https://w.atwiki.jp/pcgamejp/pages/77.html
販売元 SQUARE ENIX 発売日 2011/7/27 ジャンル アクション, RPG 体験版 無し パッケージ 輸入版, 日本語版, Steam版 備考 関連 Dungeon Siege, Dungeon Siege II スクリーンショット 日本語化情報 Steamで販売されているDungeon Siege CompleteはDungeon Siege Ⅰ,Ⅱ,Ⅲすべて日本語対応。 Dungeon Siege III単体で購入すると日本語が入っていなかったとの報告もあるので注意。 ⅢはDLCも日本語対応。 DLC 関連リンク 公式サイト 海外公式サイト。 国内公式サイト 国内公式サイト。 ダンジョンシージ3徹底完全攻略 Wiki 攻略情報は少なめ。 購入 コメント 注意事項 他人が不快になるコメントはお控えください。 ゲームに関係のない話題はご遠慮ください。 名前
https://w.atwiki.jp/nwwiki/pages/62.html
目次 概要 Siege of Sulfur イベント概要報酬卵1個の防衛に成功する 卵2個の防衛に成功する 卵3個の防衛に成功する ボーナス報酬 概要 2023/8/30に実装されるSiege of Sulfurイベント内容の日本語翻訳です。 Siege of Sulfur 8/30(水)よりLuck of the Bonesイベントが実施されます。 イベント期間:8/30~9/12 本文:https //www.newworld.com/en-us/news/articles/siege-of-sulfur イベント概要 Sulfur Elementalsからサンドワームの卵を防衛し、限定スキンやハウジングのアイテムを手に入れましょう。卵の残存数により報酬が増加します。 報酬 卵1個の防衛に成功する 防衛に成功すると、Minor Siege of Sulfur Spoilsを獲得し、次の装備のいずれかを入手する。 70%の確率で自身のレベルの武器、防具を獲得する。 20%の確率でネームド装備を獲得する。 10%の確率でブリムストーンのネームド装備を獲得する。 レベルに応じた消耗品に加え、50%の確率でオブシディアンの石膏(1日9個まで)を獲得する。 卵2個の防衛に成功する 防衛に成功すると、Moderate Siege of Sulfur Spoilsを獲得し、次の装備のいずれかを入手する。 50%の確率で自身のレベルの武器、防具を獲得する。 30%の確率でネームド装備を獲得する。 20%の確率でブリムストーンのネームド装備を獲得する。 レベルに応じた消耗品に加え、80%の確率でオブシディアンの石膏(1日9個まで)を獲得する。 卵3個の防衛に成功する 防衛に成功すると、Major Siege of Sulfur Spoilsを獲得し、次の装備のいずれかを入手する。 30%の確率で自身のレベルの武器、防具を獲得する。 40%の確率でネームド装備を獲得する。 30%の確率でブリムストーンのネームド装備を獲得する。 レベルに応じた消耗品に加え、100%の確率でオブシディアンの石膏(1日9個まで)を獲得する。 ボーナス報酬 1日に3回までボーナス報酬(Siege of Sulfur Spoils)を獲得できます。 エピック以上のイベント限定武器を獲得する。 特性:武器に適正 ジェムスロット:有 特典1:ビーストベイン 特典2:ランダムな特典 特典3:ランダムな特典 エピック以上のイベント限定防具を獲得する。 重量:ランダム 特性:単一 ジェムスロット:Chitin 特典1:ビーストワード 特典2:ランダムな特典 特典3:ランダムな特典 アンブラルシャード 250個 33%の確率で以下のクラフトMODを1つを獲得する。 Shimmering Animus Shining Animus Brilliant Animus Sliver of Consecrated Iron Shard of Consecrated Iron Thread of Corrupted Cloth Drop of Corrupted Essence Huge Elk Hoof Drop of Ironwood Sap Starmetal Weaponsmith's Charm Whetstone Squirming Vines 25%で以下のネームド装備の内1つを獲得する。 Oasis of Life (Life Staff) Heatstroke (Blunderbuss) Stalker's Sand (Hatchet) Dunewinds (Ice Gauntlet) Sun Seal (Light Chest) Bloodwalker (Light Footwear) 5%でTimeless Shardを獲得する。 5%でSandwurm Egg(ハウジングアイテム)を獲得する。(イベントの期間内に1つのみ) 2%でSandwurm Hat Skinを獲得する。(イベント期間内に1つのみ、報酬を獲得するたびにこのスキンの入手確率が上がる)
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Pathfinder Adventure Path #118 Siege of Stone 暗闇の中で悪の輝き Ironfang Legionの止められない征服の秘密は、神話と伝説の中に埋もれている!敵の弱点を暴くために、大胆な冒険者たちは、退化したモーロックに立ち向かい、世界の地底にある危険なダークランドを旅し、歴史から失われた古代ドワーフの宝物庫を探索しなければならない。しかし、彼らの前には暗黒の遺産が立ちはだかっていた。PCはIronfangの裏切りの亡霊を生き延び、Legion討伐の鍵を手に日の目を見ることができるのか?それとも石の冷たい抱擁で死者の世代に加わるのだろうか? パスファインダー・アドベンチャー・パスのこの巻ではIronfang Invasion Adventure Pathを継続し、そして含まれているのは: "Siege of Stone"、11レベル用パスファインダーRPGシナリオ、著者 Thurston Hillman 古代ドワーフのKraggodanのSky Citadel――現在人間の勢力に包囲されている地下都市――とその多様な住人や場所を探索する地名辞典、著者 Thurston Hillman 魔法と陰謀の蛇の達人、謎のナーガの生態学、著者 Patchen Mortimer Paris Crenshaw、Crystal Frasier、Thurston Hillman、Kalervo Oikarinenによるダークランドとその向こう側の新しい獣を詰め込んだ地名辞典 ISBN-13 978-1-60125-940-0 カテゴリ:Pathfinder Adventure Path │ 製品リスト