Methais
12-15-2019, 05:49 PM
MB 100k on everything.
If you spot any errors, let me know.
Items will go once, twice, last call, sold.
Will try to update at least once a day.
Don't bother bidding if you're gonna take forever and/or make no effort to pick up your items. If you have shit going on that's going to delay you, it takes 30 seconds to pm me. I'm flexible as long as you're staying in contact and not being a penis.
BIDDING RULES
Under 1m: 100k minimum increase
1m-5m: 500k minimum increase
5m-10m: 1m minimum increase
10m and up: Bid like you want it and not like a stick of twatbutter
ONTO THE GARBAGE!
1. a teal villswood runestaff
+18
Steam flares
The harmonics generated tell you that the runestaff has been infused with a steaming substance.
The runestaff resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a boost of 12 to Mental Mana Control Bonus.
This enhancement may not be used by adventurers who have not trained 47 times.
It provides a boost of 4 to Discipline Bonus.
This enhancement may not be used by adventurers who have not trained 22 times.
It provides a boost of 2 to Influence Bonus.
This enhancement may not be used by adventurers who have not trained 4 times.
The runestaff looks to have a lot of charges remaining.
You sense that the villswood runestaff will persist after its last enhancive charge has been expended.
2. a steel-capped faewood runestaff
+20
It provides a boost of 14 to Perception Bonus.
This enhancement may not be used by adventurers who have not trained 42 times.
It provides a boost of 7 to Dodging Bonus.
This enhancement may not be used by adventurers who have not trained 17 times.
It provides a boost of 6 to Max Mana.
This enhancement may not be used by adventurers who have not trained 13 times.
It provides a boost of 3 to Dexterity Bonus.
This enhancement may not be used by adventurers who have not trained 13 times.
The runestaff looks to have a lot of charges remaining.
3. an exquisite rowan runestaff
+5
1x acuity
The harmonics generated tell you that the runestaff allows a caster to occasionally focus their magical prowess for a single cast, temporarily granting +5 bolt Attack Strength or +3 Casting Strength.
The runestaff resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a boost of 4 to Spell Aiming Bonus.
This enhancement may not be used by adventurers who have not trained 6 times.
It provides a boost of 8 to Mental Lore - Transformation Bonus.
This enhancement may not be used by adventurers who have not trained 36 times.
The runestaff looks to have a lot of charges remaining.
You sense that the rowan runestaff will persist after its last enhancive charge has been expended.
5. an ornate deringo heavy crossbow
+8
Somewhat sighted - Pemanent - 5 CER 4/20 towards next
The harmonics generated tell you that the crossbow assists its bearer with aiming attacks at range.
The crossbow resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a boost of 12 to Dodging Bonus.
This enhancement may not be used by adventurers who have not trained 47 times.
The crossbow looks to have more than your average giantman could count charges remaining.
6. a green hoarbeam heavy crossbow
+12
Sighted - Pemanent - 4 CER, 70% chance for rank 5, 7/10 until next
It provides a boost of 13 to Dexterity Base.
This enhancement may not be used by adventurers who have not trained 55 times.
It provides a boost of 4 to Agility Base.
This enhancement may not be used by adventurers who have not trained 6 times.
It provides a boost of 2 to Ranged Weapons Ranks.
This enhancement may not be used by adventurers who have not trained 6 times.
The crossbow looks to have a lot of charges remaining.
8. a fel-handled imflass mace 100k Arshwikk SOLD
+12
It provides a boost of 5 to Spiritual Lore - Summoning Bonus.
This enhancement may not be used by adventurers who have not trained 15 times.
It provides a boost of 10 to Perception Bonus.
This enhancement may not be used by adventurers who have not trained 22 times.
It provides a boost of 7 to Blunt Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 17 times.
It provides a boost of 2 to Armor Use Bonus.
This enhancement may not be used by adventurers who have not trained 3 times.
The mace looks to have a lot of charges remaining.
10. an old vultite greathelm 100k Macillus SOLD
It provides a boost of 5 to Physical Fitness Ranks.
This enhancement may not be used by adventurers who have not trained 21 times.
It provides a boost of 11 to Max Mana.
This enhancement may not be used by adventurers who have not trained 40 times.
The greathelm looks to have a lot of charges remaining.
12. a blackened imflass aegis
+12
It provides a boost of 6 to Strength Base.
This enhancement may not be used by adventurers who have not trained 17 times.
It provides a boost of 5 to Harness Power Bonus.
This enhancement may not be used by adventurers who have not trained 9 times.
The aegis looks to have more than your average giantman could count charges remaining.
16. a malachite and garnet torc
You sense that the torc is a magic item that holds the spell "Warding Sphere" with 12 charges.
You sense that the garnet torc has enhancive properties.
It is a mage empowerable item.
You determine the garnet torc can hold an additional 113 charges.
Given enough time, you feel as though you could push this item to 34 charges.
It provides a boost of 5 to First Aid Bonus.
This enhancement may not be used by adventurers who have not trained 10 times.
It provides a boost of 7 to Mental Lore - Telepathy Bonus.
This enhancement may not be used by adventurers who have not trained 47 times.
The torc looks to have a lot of charges remaining.
You sense that the garnet torc will crumble into dust after its last enhancive charge has been expended.
You sense that the garnet torc will disintegrate after its last magical charge has been expended.
20. an elegant chrysoberyl talisman
MR Camouflage (608)
21. an onyx-inlaid bronze bracelet
You sense that the bracelet is a magic item that holds the spell "Arm of the Arkati" with 18 charges.
It is a mage empowerable item.
You determine the bronze bracelet can hold an additional 208 charges.
Given enough time, you feel as though you could push this item to 59 charges.
24. an elegant silver crown
Blank MR
It provides a boost of 2 to Spirit Mana Control Ranks.
This enhancement may not be used by adventurers who have not trained 10 times.
It provides a boost of 2 to Polearm Weapons Ranks.
This enhancement may not be used by adventurers who have not trained 10 times.
It provides a boost of 3 to Shield Use Ranks.
This enhancement may not be used by adventurers who have not trained 20 times.
The crown looks to have more than your average giantman could count charges remaining.
You sense that the silver crown will crumble into dust after its last enhancive charge has been expended.
You sense that the silver crown will persist after its last magical charge has been expended.
29. a turquoise-set silver necklace
It provides a boost of 8 to Dodging Bonus.
This enhancement may not be used by adventurers who have not trained 36 times.
The necklace looks to have more than your average giantman could count charges remaining.
You sense that the silver necklace will crumble into dust after its last enhancive charge has been expended.
You sense that the silver necklace will persist after its last magical charge has been expended.
38. an uncut emerald
Blank MR
39. an uncut diamond
Blank MR
40. an uncut diamond
Blank MR
41. a small black pearl
Blank MR
42. an uncut ruby
Blank MR
43. a medium white pearl
Blank MR
NEW ITEMS
45. a gleaming spiked vaalorn shield
+18
+2 TD
The harmonics generated tell you that the shield serves to protect from magical attacks by providing +2 Target Defense. The magical harmonics reveal that this is an item which serves as a shield when held in the left hand.
The shield resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a boost of 7 to Physical Fitness Bonus.
This enhancement may not be used by adventurers who have not trained 11 times.
The shield looks to have a huge number of charges remaining.
You sense that the spiked vaalorn shield will persist after its last enhancive charge has been expended.
46. an essence of greater water / air / earth 100k each, flat price
https://media3.giphy.com/media/3o72EY7GdCzCNYi8QU/giphy.gif
If you spot any errors, let me know.
Items will go once, twice, last call, sold.
Will try to update at least once a day.
Don't bother bidding if you're gonna take forever and/or make no effort to pick up your items. If you have shit going on that's going to delay you, it takes 30 seconds to pm me. I'm flexible as long as you're staying in contact and not being a penis.
BIDDING RULES
Under 1m: 100k minimum increase
1m-5m: 500k minimum increase
5m-10m: 1m minimum increase
10m and up: Bid like you want it and not like a stick of twatbutter
ONTO THE GARBAGE!
1. a teal villswood runestaff
+18
Steam flares
The harmonics generated tell you that the runestaff has been infused with a steaming substance.
The runestaff resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a boost of 12 to Mental Mana Control Bonus.
This enhancement may not be used by adventurers who have not trained 47 times.
It provides a boost of 4 to Discipline Bonus.
This enhancement may not be used by adventurers who have not trained 22 times.
It provides a boost of 2 to Influence Bonus.
This enhancement may not be used by adventurers who have not trained 4 times.
The runestaff looks to have a lot of charges remaining.
You sense that the villswood runestaff will persist after its last enhancive charge has been expended.
2. a steel-capped faewood runestaff
+20
It provides a boost of 14 to Perception Bonus.
This enhancement may not be used by adventurers who have not trained 42 times.
It provides a boost of 7 to Dodging Bonus.
This enhancement may not be used by adventurers who have not trained 17 times.
It provides a boost of 6 to Max Mana.
This enhancement may not be used by adventurers who have not trained 13 times.
It provides a boost of 3 to Dexterity Bonus.
This enhancement may not be used by adventurers who have not trained 13 times.
The runestaff looks to have a lot of charges remaining.
3. an exquisite rowan runestaff
+5
1x acuity
The harmonics generated tell you that the runestaff allows a caster to occasionally focus their magical prowess for a single cast, temporarily granting +5 bolt Attack Strength or +3 Casting Strength.
The runestaff resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a boost of 4 to Spell Aiming Bonus.
This enhancement may not be used by adventurers who have not trained 6 times.
It provides a boost of 8 to Mental Lore - Transformation Bonus.
This enhancement may not be used by adventurers who have not trained 36 times.
The runestaff looks to have a lot of charges remaining.
You sense that the rowan runestaff will persist after its last enhancive charge has been expended.
5. an ornate deringo heavy crossbow
+8
Somewhat sighted - Pemanent - 5 CER 4/20 towards next
The harmonics generated tell you that the crossbow assists its bearer with aiming attacks at range.
The crossbow resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a boost of 12 to Dodging Bonus.
This enhancement may not be used by adventurers who have not trained 47 times.
The crossbow looks to have more than your average giantman could count charges remaining.
6. a green hoarbeam heavy crossbow
+12
Sighted - Pemanent - 4 CER, 70% chance for rank 5, 7/10 until next
It provides a boost of 13 to Dexterity Base.
This enhancement may not be used by adventurers who have not trained 55 times.
It provides a boost of 4 to Agility Base.
This enhancement may not be used by adventurers who have not trained 6 times.
It provides a boost of 2 to Ranged Weapons Ranks.
This enhancement may not be used by adventurers who have not trained 6 times.
The crossbow looks to have a lot of charges remaining.
8. a fel-handled imflass mace 100k Arshwikk SOLD
+12
It provides a boost of 5 to Spiritual Lore - Summoning Bonus.
This enhancement may not be used by adventurers who have not trained 15 times.
It provides a boost of 10 to Perception Bonus.
This enhancement may not be used by adventurers who have not trained 22 times.
It provides a boost of 7 to Blunt Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 17 times.
It provides a boost of 2 to Armor Use Bonus.
This enhancement may not be used by adventurers who have not trained 3 times.
The mace looks to have a lot of charges remaining.
10. an old vultite greathelm 100k Macillus SOLD
It provides a boost of 5 to Physical Fitness Ranks.
This enhancement may not be used by adventurers who have not trained 21 times.
It provides a boost of 11 to Max Mana.
This enhancement may not be used by adventurers who have not trained 40 times.
The greathelm looks to have a lot of charges remaining.
12. a blackened imflass aegis
+12
It provides a boost of 6 to Strength Base.
This enhancement may not be used by adventurers who have not trained 17 times.
It provides a boost of 5 to Harness Power Bonus.
This enhancement may not be used by adventurers who have not trained 9 times.
The aegis looks to have more than your average giantman could count charges remaining.
16. a malachite and garnet torc
You sense that the torc is a magic item that holds the spell "Warding Sphere" with 12 charges.
You sense that the garnet torc has enhancive properties.
It is a mage empowerable item.
You determine the garnet torc can hold an additional 113 charges.
Given enough time, you feel as though you could push this item to 34 charges.
It provides a boost of 5 to First Aid Bonus.
This enhancement may not be used by adventurers who have not trained 10 times.
It provides a boost of 7 to Mental Lore - Telepathy Bonus.
This enhancement may not be used by adventurers who have not trained 47 times.
The torc looks to have a lot of charges remaining.
You sense that the garnet torc will crumble into dust after its last enhancive charge has been expended.
You sense that the garnet torc will disintegrate after its last magical charge has been expended.
20. an elegant chrysoberyl talisman
MR Camouflage (608)
21. an onyx-inlaid bronze bracelet
You sense that the bracelet is a magic item that holds the spell "Arm of the Arkati" with 18 charges.
It is a mage empowerable item.
You determine the bronze bracelet can hold an additional 208 charges.
Given enough time, you feel as though you could push this item to 59 charges.
24. an elegant silver crown
Blank MR
It provides a boost of 2 to Spirit Mana Control Ranks.
This enhancement may not be used by adventurers who have not trained 10 times.
It provides a boost of 2 to Polearm Weapons Ranks.
This enhancement may not be used by adventurers who have not trained 10 times.
It provides a boost of 3 to Shield Use Ranks.
This enhancement may not be used by adventurers who have not trained 20 times.
The crown looks to have more than your average giantman could count charges remaining.
You sense that the silver crown will crumble into dust after its last enhancive charge has been expended.
You sense that the silver crown will persist after its last magical charge has been expended.
29. a turquoise-set silver necklace
It provides a boost of 8 to Dodging Bonus.
This enhancement may not be used by adventurers who have not trained 36 times.
The necklace looks to have more than your average giantman could count charges remaining.
You sense that the silver necklace will crumble into dust after its last enhancive charge has been expended.
You sense that the silver necklace will persist after its last magical charge has been expended.
38. an uncut emerald
Blank MR
39. an uncut diamond
Blank MR
40. an uncut diamond
Blank MR
41. a small black pearl
Blank MR
42. an uncut ruby
Blank MR
43. a medium white pearl
Blank MR
NEW ITEMS
45. a gleaming spiked vaalorn shield
+18
+2 TD
The harmonics generated tell you that the shield serves to protect from magical attacks by providing +2 Target Defense. The magical harmonics reveal that this is an item which serves as a shield when held in the left hand.
The shield resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a boost of 7 to Physical Fitness Bonus.
This enhancement may not be used by adventurers who have not trained 11 times.
The shield looks to have a huge number of charges remaining.
You sense that the spiked vaalorn shield will persist after its last enhancive charge has been expended.
46. an essence of greater water / air / earth 100k each, flat price
https://media3.giphy.com/media/3o72EY7GdCzCNYi8QU/giphy.gif