Methais
09-01-2020, 10:26 AM
All items MB: 100k unless specified otherwise
Items are not arranged in any type of order.
Buyout offers accepted. Bid high if you make one, and for the love of god don't ask me how much, just make an offer.
Bids will go once, twice, last call, sold.
Cash accepted @ $5 per.
Will try to update at least once a day.
Bidding rules <---------STOP EVERYTHING YOU'RE DOING AND READ THIS BEFORE YOU BID
Items under 1m: 250k minimum increase
1m-5m: 500k minimum bid increase
5m-20m: 1m minimum bid increase
20m and up: 5m minimum bid increase
If you spot any errors, please let me know.
1) a chipped faewood runestaff
+20
The runestaff resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a boost of 8 to Elemental Lore - Fire Bonus.
This enhancement may not be used by adventurers who have not trained 36 times.
It provides a boost of 4 to Armor Use Bonus.
This enhancement may not be used by adventurers who have not trained 10 times.
It provides a boost of 2 to Elemental Lore - Air Bonus.
This enhancement may not be used by adventurers who have not trained 3 times.
The runestaff looks to have several charges remaining.
2) a turquoise mesille runestaff
+15
Lightning Flares
It provides a boost of 6 to Spell Aiming Bonus.
This enhancement may not be used by adventurers who have not trained 13 times.
It provides a boost of 2 to Wisdom Bonus.
This enhancement may not be used by adventurers who have not trained 11 times.
The runestaff looks to have quite a few charges remaining.
4) a glistening villswood runestaff
+18
It provides a boost of 2 to Elemental Lore - Fire Bonus.
This enhancement may not be used by adventurers who have not trained 3 times.
It provides a boost of 7 to Spell Aiming Bonus.
This enhancement may not be used by adventurers who have not trained 17 times.
It provides a boost of 7 to Max Mana.
This enhancement may not be used by adventurers who have not trained 17 times.
The runestaff looks to have a lot of charges remaining.
9) a small eonake trident
+20
Fire Flares
Sancted
Temp Exceptional Crit Weighting
The harmonics generated tell you that the trident temporarily inflicts more fearsome wounds when it strikes, has been infused with the power of a fire elemental and has been sanctified for use by a Cleric or Paladin in the fight against the undead.
The trident resonates with your voice, revealing some details of its temporary enhancement:
The trident's enhancement will degrade when it scores a successful strike.
It should be able to withstand quite a few uses before its enhancement has completely degraded away.
When its enhancement has degraded away, the item will lose its ability to inflict greater damage.
10) a faenor-hilted rhimar dagger
+5
Temp Damage Weighting need assessed
Ice Flares
The harmonics generated tell you that the dagger temporarily does extra damage when it strikes and has been infused with the power of an ice elemental.
The dagger resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a boost of 10 to Combat Maneuvers Bonus.
This enhancement may not be used by adventurers who have not trained 33 times.
It provides a boost of 4 to Multi Opponent Combat Bonus.
This enhancement may not be used by adventurers who have not trained 12 times.
The dagger looks to have a lot of charges remaining.
The dagger resonates with your voice, revealing some details of its temporary enhancement:
The dagger's enhancement will degrade when it scores a successful strike.
It should be able to withstand quite a few uses before its enhancement has completely degraded away.
When its enhancement has degraded away, the item will lose its ability to inflict greater damage.
13) a gleaming vultite helm
Temp crit weighted need assessed
20) a pink topaz studded pewter brooch
Mage Empowerable Faith's Clarity
It provides a boost of 3 to Two Weapon Combat Bonus.
This enhancement may not be used by adventurers who have not trained 6 times.
The brooch looks to have a huge number of charges remaining.
You sense that the studded pewter brooch will persist after its last enhancive charge has been expended.
You sense that the studded pewter brooch will persist after its last magical charge has been expended.
24) a cushion-cut star sapphire barrette
Mage Empowerable Arm of the Arkati
It provides a boost of 2 to Combat Maneuvers Bonus.
This enhancement may not be used by adventurers who have not trained 3 times.
The barrette looks to have more than your average giantman could count charges remaining.
You sense that the star sapphire barrette will persist after its last enhancive charge has been expended.
You sense that the star sapphire barrette will persist after its last magical charge has been expended.
25) an agate-inset sterling silver ring
It provides a boost of 4 to Picking Locks Bonus.
This enhancement may not be used by adventurers who have not trained 7 times.
The ring looks to have quite a few charges remaining.
You sense that the sterling silver ring will crumble into dust after its last enhancive charge has been expended.
You sense that the sterling silver ring will persist after its last magical charge has been expended.
27) a black opal studded gold torc
It provides a boost of 3 to Thrown Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 6 times.
The torc looks to have a lot of charges remaining.
You sense that the studded gold torc will persist after its last enhancive charge has been expended.
You sense that the studded gold torc will persist after its last magical charge has been expended.
30) a chrysoberyl studded mithril crown
It provides a boost of 4 to Sorcerous Lore - Necromancy Bonus.
This enhancement may not be used by adventurers who have not trained 17 times.
The crown looks to have a fair amount of charges remaining.
You sense that the studded mithril crown will crumble into dust after its last enhancive charge has been expended.
You sense that the studded mithril crown will persist after its last magical charge has been expended.
33) an enruned platinum crown
It provides a boost of 1 to Logic Bonus.
This enhancement may not be used by adventurers who have not trained 3 times.
It provides a boost of 1 to Spirit Mana Control Ranks.
This enhancement may not be used by adventurers who have not trained 4 times.
It provides a boost of 1 to Mental Mana Control Ranks.
This enhancement may not be used by adventurers who have not trained 4 times.
The crown looks to have more than your average giantman could count charges remaining.
You sense that the platinum crown will crumble into dust after its last enhancive charge has been expended.
36) a long-cut pink sapphire stickpin 500k coldd SOLD
It provides a boost of 2 to Intuition Base.
This enhancement may not be used by adventurers who have not trained 2 times.
It provides a boost of 3 to Spell Aiming Bonus.
This enhancement may not be used by adventurers who have not trained 6 times.
The stickpin looks to have a fair amount of charges remaining.
You sense that the pink sapphire stickpin will crumble into dust after its last enhancive charge has been expended.
You sense that the pink sapphire stickpin will disintegrate after its last magical charge has been expended.
40) a malachite-set silver pendant
It provides a boost of 3 to Two Weapon Combat Bonus.
This enhancement may not be used by adventurers who have not trained 6 times.
It provides a boost of 1 to Stamina Recovery.
This enhancement may not be used by adventurers who have not trained 1 times.
The pendant looks to have a lot of charges remaining.
You sense that the silver pendant will persist after its last enhancive charge has been expended.
You sense that the silver pendant will persist after its last magical charge has been expended.
42) an agate-inset mithril armband
It provides a boost of 2 to Edged Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 3 times.
The armband looks to have a huge number of charges remaining.
You sense that the mithril armband will persist after its last enhancive charge has been expended.
You sense that the mithril armband will persist after its last magical charge has been expended.
44) an ivory-inlaid ora band
It provides a boost of 3 to Max Mana.
This enhancement may not be used by adventurers who have not trained 6 times.
It provides a boost of 3 to Aura Base.
This enhancement may not be used by adventurers who have not trained 12 times.
The band looks to have quite a few charges remaining.
You sense that the ora band will crumble into dust after its last enhancive charge has been expended.
You sense that the ora band will persist after its last magical charge has been expended.
47) a bone-inlaid imflass necklace
It provides a boost of 10 to Climbing Bonus.
This enhancement may not be used by adventurers who have not trained 19 times.
The necklace looks to have a fair amount of charges remaining.
You sense that the imflass necklace will crumble into dust after its last enhancive charge has been expended.
You sense that the imflass necklace will persist after its last magical charge has been expended.
61) a dull villswood runestaff
The harmonics generated tell you that the runestaff has been infused with the power of an earth elemental.
The runestaff resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a boost of 2 to Aura Bonus.
This enhancement may not be used by adventurers who have not trained 13 times.
It provides a boost of 4 to Influence Bonus.
This enhancement may not be used by adventurers who have not trained 14 times.
The runestaff looks to have a few charges remaining.
62) a sigil-etched rowan runestaff
It provides a boost of 7 to Sorcerous Lore - Demonology Bonus.
This enhancement may not be used by adventurers who have not trained 28 times.
It provides a boost of 7 to Intuition Base.
This enhancement may not be used by adventurers who have not trained 11 times.
It provides a boost of 4 to Influence Base.
This enhancement may not be used by adventurers who have not trained 4 times.
The runestaff looks to have several charges remaining.
63) a sturdy kakore runestaff
The harmonics generated tell you that the runestaff has been infused with mana, resulting in the caster gaining 1 mana when occasionally casting spells and has been sanctified for use by a Cleric or Paladin in the fight against the undead.
The runestaff resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a boost of 11 to Dexterity Base.
This enhancement may not be used by adventurers who have not trained 40 times.
The runestaff looks to have more than your average giantman could count charges remaining.
63a) a dark grey mossbark runestaff This item is now 63a because I failed
It provides a boost of 10 to Elemental Lore - Air Bonus.
This enhancement may not be used by adventurers who have not trained 55 times.
It provides a boost of 10 to Max Mana.
This enhancement may not be used by adventurers who have not trained 33 times.
It provides a boost of 3 to Mana Recovery.
This enhancement may not be used by adventurers who have not trained 12 times.
The runestaff looks to have a lot of charges remaining.
64) a polished mossbark runestaff
It provides a boost of 4 to Spirit Mana Control Ranks.
This enhancement may not be used by adventurers who have not trained 20 times.
It provides a boost of 13 to Influence Base.
This enhancement may not be used by adventurers who have not trained 37 times.
The runestaff looks to have a lot of charges remaining.
67) a vultite dart
It provides a boost of 10 to Strength Base.
This enhancement may not be used by adventurers who have not trained 44 times.
It provides a boost of 2 to Max Health.
This enhancement may not be used by adventurers who have not trained 1 times.
It provides a boost of 5 to Thrown Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 9 times.
The dart looks to have a lot of charges remaining.
68) a gleaming ora shield
It provides a boost of 7 to Stamina Recovery.
This enhancement may not be used by adventurers who have not trained 17 times.
It provides a boost of 5 to Influence Bonus.
This enhancement may not be used by adventurers who have not trained 21 times.
The shield looks to have more than your average giantman could count charges remaining.
72) some burnished cuirbouilli leather
The harmonics generated tell you that the leather temporarily serves to protect from additional damage.
The leather resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a boost of 4 to Ranged Weapons Ranks.
This enhancement may not be used by adventurers who have not trained 20 times.
It provides a boost of 4 to Thrown Weapons Ranks.
This enhancement may not be used by adventurers who have not trained 20 times.
The leather looks to have a fair amount of charges remaining.
The leather resonates with your voice, revealing some details of its temporary enhancement:
The leather's enhancement will degrade when the wearer is struck in combat.
It should be able to withstand quite a few uses before its enhancement has completely degraded away.
When its enhancement has degraded away, the item will lose its ability to grant greater protection.
74) a snake-etched sterling silver pendant
The sterling silver pendant contains the spell Warding Sphere, from the Cleric circle.
The pendant resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a boost of 3 to Dexterity Base.
This enhancement may not be used by adventurers who have not trained 6 times.
It provides a boost of 2 to Two-Handed Weapons Ranks.
This enhancement may not be used by adventurers who have not trained 10 times.
The pendant looks to have a lot of charges remaining.
You sense that the sterling silver pendant will crumble into dust after its last enhancive charge has been expended.
You sense that the sterling silver pendant will persist after its last magical charge has been expended.
77) a rune-etched emerald stickpin
It provides a boost of 4 to First Aid Bonus.
This enhancement may not be used by adventurers who have not trained 7 times.
The stickpin looks to have quite a few charges remaining.
You sense that the emerald stickpin will persist after its last enhancive charge has been expended.
You sense that the emerald stickpin will persist after its last magical charge has been expended.
84) a glittering platinum earring
It provides a boost of 2 to Brawling Ranks.
This enhancement may not be used by adventurers who have not trained 10 times.
It provides a boost of 2 to Climbing Ranks.
This enhancement may not be used by adventurers who have not trained 3 times.
The earring looks to have a fair amount of charges remaining.
You sense that the platinum earring will crumble into dust after its last enhancive charge has been expended.
You sense that the platinum earring will persist after its last magical charge has been expended.
87) a glittering gold necklace
Blank MR
It provides a boost of 9 to Physical Fitness Bonus.
This enhancement may not be used by adventurers who have not trained 30 times.
The necklace looks to have more than your average giantman could count charges remaining.
You sense that the gold necklace will crumble into dust after its last enhancive charge has been expended.
You sense that the gold necklace will persist after its last magical charge has been expended.
88) a beryl-inset copper necklace.
You sense that the necklace is a magic item that holds the spell "Elemental Focus" with 8 charges.
It is a mage empowerable item.
You determine the copper necklace can hold an additional 138 charges.
Given enough time, you feel as though you could push this item to 65 charges.
90) a soulstone inset mithril neckchain
You sense that the neckchain is a magic item that holds the spell "Prismatic Guard" with 8 charges.
It is a mage empowerable item.
You determine the inset mithril neckchain can hold an additional 231 charges.
Given enough time, you feel as though you could push this item to 140 charges.
91) an onyx-inlaid green garnet neckchain.
You sense that the neckchain is a magic item that holds the spell "Rejuvenation" with 20 charges.
It is a mage empowerable item.
You determine the green garnet neckchain can hold an additional 269 charges.
Given enough time, you feel as though you could push this item to 46 charges.
91a) a glyph-etched sterling silver necklace This item is now 91a because I failed at counting. Again
Blank MR
It provides a boost of 6 to Physical Fitness Bonus.
This enhancement may not be used by adventurers who have not trained 14 times.
The necklace looks to have a huge number of charges remaining.
You sense that the sterling silver necklace will crumble into dust after its last enhancive charge has been expended.
You sense that the sterling silver necklace will persist after its last magical charge has been expended.
[B]93) a chased copper crown
It provides a boost of 2 to First Aid Ranks.
This enhancement may not be used by adventurers who have not trained 7 times.
It provides a boost of 1 to Spell Aiming Ranks.
This enhancement may not be used by adventurers who have not trained 4 times.
It provides a boost of 2 to Mental Lore - Telepathy Ranks.
This enhancement may not be used by adventurers who have not trained 17 times.
The crown looks to have a lot of charges remaining.
You sense that the copper crown will persist after its last enhancive charge has been expended.
99) a mithril and bloodjewel buckle
You sense that the buckle is a magic item that holds the spell "Call Wind" with 8 charges.
It is a mage empowerable item.
You determine the bloodjewel buckle can hold an additional 117 charges.
Given enough time, you feel as though you could push this item to 70 charges.
102) a radiant-cut amber pendant
You sense that the pendant is a magic item that holds the spell "Wizard's Shield" with 7 charges.
It is a mage empowerable item.
You determine the amber pendant can hold an additional 98 charges.
Given enough time, you feel as though you could push this item to 46 charges.
106) a dreamstone studded silver medallion
It provides a boost of 5 to Agility Base.
This enhancement may not be used by adventurers who have not trained 15 times.
It provides a boost of 3 to Armor Use Bonus.
This enhancement may not be used by adventurers who have not trained 10 times.
The medallion looks to have more than your average giantman could count charges remaining.
You sense that the studded silver medallion will crumble into dust after its last enhancive charge has been expended.
You sense that the studded silver medallion will persist after its last magical charge has been expended.
108) an etched gold headband
Blank MR
It provides a boost of 3 to Thrown Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 6 times.
The headband looks to have a fair amount of charges remaining.
You sense that the gold headband will crumble into dust after its last enhancive charge has been expended.
You sense that the gold headband will persist after its last magical charge has been expended.
109) a garnet-set gold earcuff
Blank MR
It provides a boost of 3 to First Aid Bonus.
This enhancement may not be used by adventurers who have not trained 4 times.
The earcuff looks to have a huge number of charges remaining.
You sense that the gold earcuff will persist after its last enhancive charge has been expended.
You sense that the gold earcuff will persist after its last magical charge has been expended.
111) an alexandrite studded ora headband
Blank MR
It provides a boost of 3 to Spell Aiming Ranks.
This enhancement may not be used by adventurers who have not trained 20 times.
It provides a boost of 3 to Magic Item Use Ranks.
This enhancement may not be used by adventurers who have not trained 28 times.
The headband looks to have a lot of charges remaining.
You sense that the studded ora headband will crumble into dust after its last enhancive charge has been expended.
You sense that the studded ora headband will persist after its last magical charge has been expended.
112) a turquoise-set mithril earcuff Sold on gargantuan buyout
It provides a boost of 7 to Brawling Bonus.
This enhancement may not be used by adventurers who have not trained 28 times.
It provides a boost of 7 to Combat Maneuvers Bonus.
This enhancement may not be used by adventurers who have not trained 28 times.
It provides a boost of 3 to Ambush Bonus.
This enhancement may not be used by adventurers who have not trained 6 times.
It provides a boost of 3 to Multi Opponent Combat Bonus.
This enhancement may not be used by adventurers who have not trained 12 times.
The earcuff looks to have a lot of charges remaining.
You sense that the mithril earcuff will crumble into dust after its last enhancive charge has been expended.
115) an engraved gold torc
Blank MR
It provides a boost of 9 to Swimming Bonus.
This enhancement may not be used by adventurers who have not trained 15 times.
It provides a boost of 5 to Max Health.
This enhancement may not be used by adventurers who have not trained 10 times.
It provides a boost of 2 to Ambush Bonus.
This enhancement may not be used by adventurers who have not trained 3 times.
The torc looks to have a lot of charges remaining.
You sense that the gold torc will persist after its last enhancive charge has been expended.
You sense that the gold torc will persist after its last magical charge has been expended.
116) an aquamarine inset eonake bracer
It provides a boost of 10 to Max Mana.
This enhancement may not be used by adventurers who have not trained 55 times.
It provides a boost of 2 to Aura Base.
This enhancement may not be used by adventurers who have not trained 6 times.
The bracer looks to have more than your average giantman could count charges remaining.
You sense that the inset eonake bracer will crumble into dust after its last enhancive charge has been expended.
121) an elegant fire opal bracelet
It provides a boost of 5 to Physical Fitness Bonus.
This enhancement may not be used by adventurers who have not trained 10 times.
It provides a boost of 4 to Swimming Bonus.
This enhancement may not be used by adventurers who have not trained 4 times.
The bracelet looks to have more than your average giantman could count charges remaining.
You sense that the fire opal bracelet will persist after its last enhancive charge has been expended.
You sense that the fire opal bracelet will persist after its last magical charge has been expended.
124) a sapphire-set imflass brooch
Blank MR
It provides a boost of 2 to Health Recovery.
This enhancement may not be used by adventurers who have not trained 10 times.
The brooch looks to have a fair amount of charges remaining.
You sense that the imflass brooch will crumble into dust after its last enhancive charge has been expended.
You sense that the imflass brooch will persist after its last magical charge has been expended.
[color=green]NEW ITEMS
Items are not arranged in any type of order.
Buyout offers accepted. Bid high if you make one, and for the love of god don't ask me how much, just make an offer.
Bids will go once, twice, last call, sold.
Cash accepted @ $5 per.
Will try to update at least once a day.
Bidding rules <---------STOP EVERYTHING YOU'RE DOING AND READ THIS BEFORE YOU BID
Items under 1m: 250k minimum increase
1m-5m: 500k minimum bid increase
5m-20m: 1m minimum bid increase
20m and up: 5m minimum bid increase
If you spot any errors, please let me know.
1) a chipped faewood runestaff
+20
The runestaff resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a boost of 8 to Elemental Lore - Fire Bonus.
This enhancement may not be used by adventurers who have not trained 36 times.
It provides a boost of 4 to Armor Use Bonus.
This enhancement may not be used by adventurers who have not trained 10 times.
It provides a boost of 2 to Elemental Lore - Air Bonus.
This enhancement may not be used by adventurers who have not trained 3 times.
The runestaff looks to have several charges remaining.
2) a turquoise mesille runestaff
+15
Lightning Flares
It provides a boost of 6 to Spell Aiming Bonus.
This enhancement may not be used by adventurers who have not trained 13 times.
It provides a boost of 2 to Wisdom Bonus.
This enhancement may not be used by adventurers who have not trained 11 times.
The runestaff looks to have quite a few charges remaining.
4) a glistening villswood runestaff
+18
It provides a boost of 2 to Elemental Lore - Fire Bonus.
This enhancement may not be used by adventurers who have not trained 3 times.
It provides a boost of 7 to Spell Aiming Bonus.
This enhancement may not be used by adventurers who have not trained 17 times.
It provides a boost of 7 to Max Mana.
This enhancement may not be used by adventurers who have not trained 17 times.
The runestaff looks to have a lot of charges remaining.
9) a small eonake trident
+20
Fire Flares
Sancted
Temp Exceptional Crit Weighting
The harmonics generated tell you that the trident temporarily inflicts more fearsome wounds when it strikes, has been infused with the power of a fire elemental and has been sanctified for use by a Cleric or Paladin in the fight against the undead.
The trident resonates with your voice, revealing some details of its temporary enhancement:
The trident's enhancement will degrade when it scores a successful strike.
It should be able to withstand quite a few uses before its enhancement has completely degraded away.
When its enhancement has degraded away, the item will lose its ability to inflict greater damage.
10) a faenor-hilted rhimar dagger
+5
Temp Damage Weighting need assessed
Ice Flares
The harmonics generated tell you that the dagger temporarily does extra damage when it strikes and has been infused with the power of an ice elemental.
The dagger resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a boost of 10 to Combat Maneuvers Bonus.
This enhancement may not be used by adventurers who have not trained 33 times.
It provides a boost of 4 to Multi Opponent Combat Bonus.
This enhancement may not be used by adventurers who have not trained 12 times.
The dagger looks to have a lot of charges remaining.
The dagger resonates with your voice, revealing some details of its temporary enhancement:
The dagger's enhancement will degrade when it scores a successful strike.
It should be able to withstand quite a few uses before its enhancement has completely degraded away.
When its enhancement has degraded away, the item will lose its ability to inflict greater damage.
13) a gleaming vultite helm
Temp crit weighted need assessed
20) a pink topaz studded pewter brooch
Mage Empowerable Faith's Clarity
It provides a boost of 3 to Two Weapon Combat Bonus.
This enhancement may not be used by adventurers who have not trained 6 times.
The brooch looks to have a huge number of charges remaining.
You sense that the studded pewter brooch will persist after its last enhancive charge has been expended.
You sense that the studded pewter brooch will persist after its last magical charge has been expended.
24) a cushion-cut star sapphire barrette
Mage Empowerable Arm of the Arkati
It provides a boost of 2 to Combat Maneuvers Bonus.
This enhancement may not be used by adventurers who have not trained 3 times.
The barrette looks to have more than your average giantman could count charges remaining.
You sense that the star sapphire barrette will persist after its last enhancive charge has been expended.
You sense that the star sapphire barrette will persist after its last magical charge has been expended.
25) an agate-inset sterling silver ring
It provides a boost of 4 to Picking Locks Bonus.
This enhancement may not be used by adventurers who have not trained 7 times.
The ring looks to have quite a few charges remaining.
You sense that the sterling silver ring will crumble into dust after its last enhancive charge has been expended.
You sense that the sterling silver ring will persist after its last magical charge has been expended.
27) a black opal studded gold torc
It provides a boost of 3 to Thrown Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 6 times.
The torc looks to have a lot of charges remaining.
You sense that the studded gold torc will persist after its last enhancive charge has been expended.
You sense that the studded gold torc will persist after its last magical charge has been expended.
30) a chrysoberyl studded mithril crown
It provides a boost of 4 to Sorcerous Lore - Necromancy Bonus.
This enhancement may not be used by adventurers who have not trained 17 times.
The crown looks to have a fair amount of charges remaining.
You sense that the studded mithril crown will crumble into dust after its last enhancive charge has been expended.
You sense that the studded mithril crown will persist after its last magical charge has been expended.
33) an enruned platinum crown
It provides a boost of 1 to Logic Bonus.
This enhancement may not be used by adventurers who have not trained 3 times.
It provides a boost of 1 to Spirit Mana Control Ranks.
This enhancement may not be used by adventurers who have not trained 4 times.
It provides a boost of 1 to Mental Mana Control Ranks.
This enhancement may not be used by adventurers who have not trained 4 times.
The crown looks to have more than your average giantman could count charges remaining.
You sense that the platinum crown will crumble into dust after its last enhancive charge has been expended.
36) a long-cut pink sapphire stickpin 500k coldd SOLD
It provides a boost of 2 to Intuition Base.
This enhancement may not be used by adventurers who have not trained 2 times.
It provides a boost of 3 to Spell Aiming Bonus.
This enhancement may not be used by adventurers who have not trained 6 times.
The stickpin looks to have a fair amount of charges remaining.
You sense that the pink sapphire stickpin will crumble into dust after its last enhancive charge has been expended.
You sense that the pink sapphire stickpin will disintegrate after its last magical charge has been expended.
40) a malachite-set silver pendant
It provides a boost of 3 to Two Weapon Combat Bonus.
This enhancement may not be used by adventurers who have not trained 6 times.
It provides a boost of 1 to Stamina Recovery.
This enhancement may not be used by adventurers who have not trained 1 times.
The pendant looks to have a lot of charges remaining.
You sense that the silver pendant will persist after its last enhancive charge has been expended.
You sense that the silver pendant will persist after its last magical charge has been expended.
42) an agate-inset mithril armband
It provides a boost of 2 to Edged Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 3 times.
The armband looks to have a huge number of charges remaining.
You sense that the mithril armband will persist after its last enhancive charge has been expended.
You sense that the mithril armband will persist after its last magical charge has been expended.
44) an ivory-inlaid ora band
It provides a boost of 3 to Max Mana.
This enhancement may not be used by adventurers who have not trained 6 times.
It provides a boost of 3 to Aura Base.
This enhancement may not be used by adventurers who have not trained 12 times.
The band looks to have quite a few charges remaining.
You sense that the ora band will crumble into dust after its last enhancive charge has been expended.
You sense that the ora band will persist after its last magical charge has been expended.
47) a bone-inlaid imflass necklace
It provides a boost of 10 to Climbing Bonus.
This enhancement may not be used by adventurers who have not trained 19 times.
The necklace looks to have a fair amount of charges remaining.
You sense that the imflass necklace will crumble into dust after its last enhancive charge has been expended.
You sense that the imflass necklace will persist after its last magical charge has been expended.
61) a dull villswood runestaff
The harmonics generated tell you that the runestaff has been infused with the power of an earth elemental.
The runestaff resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a boost of 2 to Aura Bonus.
This enhancement may not be used by adventurers who have not trained 13 times.
It provides a boost of 4 to Influence Bonus.
This enhancement may not be used by adventurers who have not trained 14 times.
The runestaff looks to have a few charges remaining.
62) a sigil-etched rowan runestaff
It provides a boost of 7 to Sorcerous Lore - Demonology Bonus.
This enhancement may not be used by adventurers who have not trained 28 times.
It provides a boost of 7 to Intuition Base.
This enhancement may not be used by adventurers who have not trained 11 times.
It provides a boost of 4 to Influence Base.
This enhancement may not be used by adventurers who have not trained 4 times.
The runestaff looks to have several charges remaining.
63) a sturdy kakore runestaff
The harmonics generated tell you that the runestaff has been infused with mana, resulting in the caster gaining 1 mana when occasionally casting spells and has been sanctified for use by a Cleric or Paladin in the fight against the undead.
The runestaff resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a boost of 11 to Dexterity Base.
This enhancement may not be used by adventurers who have not trained 40 times.
The runestaff looks to have more than your average giantman could count charges remaining.
63a) a dark grey mossbark runestaff This item is now 63a because I failed
It provides a boost of 10 to Elemental Lore - Air Bonus.
This enhancement may not be used by adventurers who have not trained 55 times.
It provides a boost of 10 to Max Mana.
This enhancement may not be used by adventurers who have not trained 33 times.
It provides a boost of 3 to Mana Recovery.
This enhancement may not be used by adventurers who have not trained 12 times.
The runestaff looks to have a lot of charges remaining.
64) a polished mossbark runestaff
It provides a boost of 4 to Spirit Mana Control Ranks.
This enhancement may not be used by adventurers who have not trained 20 times.
It provides a boost of 13 to Influence Base.
This enhancement may not be used by adventurers who have not trained 37 times.
The runestaff looks to have a lot of charges remaining.
67) a vultite dart
It provides a boost of 10 to Strength Base.
This enhancement may not be used by adventurers who have not trained 44 times.
It provides a boost of 2 to Max Health.
This enhancement may not be used by adventurers who have not trained 1 times.
It provides a boost of 5 to Thrown Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 9 times.
The dart looks to have a lot of charges remaining.
68) a gleaming ora shield
It provides a boost of 7 to Stamina Recovery.
This enhancement may not be used by adventurers who have not trained 17 times.
It provides a boost of 5 to Influence Bonus.
This enhancement may not be used by adventurers who have not trained 21 times.
The shield looks to have more than your average giantman could count charges remaining.
72) some burnished cuirbouilli leather
The harmonics generated tell you that the leather temporarily serves to protect from additional damage.
The leather resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a boost of 4 to Ranged Weapons Ranks.
This enhancement may not be used by adventurers who have not trained 20 times.
It provides a boost of 4 to Thrown Weapons Ranks.
This enhancement may not be used by adventurers who have not trained 20 times.
The leather looks to have a fair amount of charges remaining.
The leather resonates with your voice, revealing some details of its temporary enhancement:
The leather's enhancement will degrade when the wearer is struck in combat.
It should be able to withstand quite a few uses before its enhancement has completely degraded away.
When its enhancement has degraded away, the item will lose its ability to grant greater protection.
74) a snake-etched sterling silver pendant
The sterling silver pendant contains the spell Warding Sphere, from the Cleric circle.
The pendant resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a boost of 3 to Dexterity Base.
This enhancement may not be used by adventurers who have not trained 6 times.
It provides a boost of 2 to Two-Handed Weapons Ranks.
This enhancement may not be used by adventurers who have not trained 10 times.
The pendant looks to have a lot of charges remaining.
You sense that the sterling silver pendant will crumble into dust after its last enhancive charge has been expended.
You sense that the sterling silver pendant will persist after its last magical charge has been expended.
77) a rune-etched emerald stickpin
It provides a boost of 4 to First Aid Bonus.
This enhancement may not be used by adventurers who have not trained 7 times.
The stickpin looks to have quite a few charges remaining.
You sense that the emerald stickpin will persist after its last enhancive charge has been expended.
You sense that the emerald stickpin will persist after its last magical charge has been expended.
84) a glittering platinum earring
It provides a boost of 2 to Brawling Ranks.
This enhancement may not be used by adventurers who have not trained 10 times.
It provides a boost of 2 to Climbing Ranks.
This enhancement may not be used by adventurers who have not trained 3 times.
The earring looks to have a fair amount of charges remaining.
You sense that the platinum earring will crumble into dust after its last enhancive charge has been expended.
You sense that the platinum earring will persist after its last magical charge has been expended.
87) a glittering gold necklace
Blank MR
It provides a boost of 9 to Physical Fitness Bonus.
This enhancement may not be used by adventurers who have not trained 30 times.
The necklace looks to have more than your average giantman could count charges remaining.
You sense that the gold necklace will crumble into dust after its last enhancive charge has been expended.
You sense that the gold necklace will persist after its last magical charge has been expended.
88) a beryl-inset copper necklace.
You sense that the necklace is a magic item that holds the spell "Elemental Focus" with 8 charges.
It is a mage empowerable item.
You determine the copper necklace can hold an additional 138 charges.
Given enough time, you feel as though you could push this item to 65 charges.
90) a soulstone inset mithril neckchain
You sense that the neckchain is a magic item that holds the spell "Prismatic Guard" with 8 charges.
It is a mage empowerable item.
You determine the inset mithril neckchain can hold an additional 231 charges.
Given enough time, you feel as though you could push this item to 140 charges.
91) an onyx-inlaid green garnet neckchain.
You sense that the neckchain is a magic item that holds the spell "Rejuvenation" with 20 charges.
It is a mage empowerable item.
You determine the green garnet neckchain can hold an additional 269 charges.
Given enough time, you feel as though you could push this item to 46 charges.
91a) a glyph-etched sterling silver necklace This item is now 91a because I failed at counting. Again
Blank MR
It provides a boost of 6 to Physical Fitness Bonus.
This enhancement may not be used by adventurers who have not trained 14 times.
The necklace looks to have a huge number of charges remaining.
You sense that the sterling silver necklace will crumble into dust after its last enhancive charge has been expended.
You sense that the sterling silver necklace will persist after its last magical charge has been expended.
[B]93) a chased copper crown
It provides a boost of 2 to First Aid Ranks.
This enhancement may not be used by adventurers who have not trained 7 times.
It provides a boost of 1 to Spell Aiming Ranks.
This enhancement may not be used by adventurers who have not trained 4 times.
It provides a boost of 2 to Mental Lore - Telepathy Ranks.
This enhancement may not be used by adventurers who have not trained 17 times.
The crown looks to have a lot of charges remaining.
You sense that the copper crown will persist after its last enhancive charge has been expended.
99) a mithril and bloodjewel buckle
You sense that the buckle is a magic item that holds the spell "Call Wind" with 8 charges.
It is a mage empowerable item.
You determine the bloodjewel buckle can hold an additional 117 charges.
Given enough time, you feel as though you could push this item to 70 charges.
102) a radiant-cut amber pendant
You sense that the pendant is a magic item that holds the spell "Wizard's Shield" with 7 charges.
It is a mage empowerable item.
You determine the amber pendant can hold an additional 98 charges.
Given enough time, you feel as though you could push this item to 46 charges.
106) a dreamstone studded silver medallion
It provides a boost of 5 to Agility Base.
This enhancement may not be used by adventurers who have not trained 15 times.
It provides a boost of 3 to Armor Use Bonus.
This enhancement may not be used by adventurers who have not trained 10 times.
The medallion looks to have more than your average giantman could count charges remaining.
You sense that the studded silver medallion will crumble into dust after its last enhancive charge has been expended.
You sense that the studded silver medallion will persist after its last magical charge has been expended.
108) an etched gold headband
Blank MR
It provides a boost of 3 to Thrown Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 6 times.
The headband looks to have a fair amount of charges remaining.
You sense that the gold headband will crumble into dust after its last enhancive charge has been expended.
You sense that the gold headband will persist after its last magical charge has been expended.
109) a garnet-set gold earcuff
Blank MR
It provides a boost of 3 to First Aid Bonus.
This enhancement may not be used by adventurers who have not trained 4 times.
The earcuff looks to have a huge number of charges remaining.
You sense that the gold earcuff will persist after its last enhancive charge has been expended.
You sense that the gold earcuff will persist after its last magical charge has been expended.
111) an alexandrite studded ora headband
Blank MR
It provides a boost of 3 to Spell Aiming Ranks.
This enhancement may not be used by adventurers who have not trained 20 times.
It provides a boost of 3 to Magic Item Use Ranks.
This enhancement may not be used by adventurers who have not trained 28 times.
The headband looks to have a lot of charges remaining.
You sense that the studded ora headband will crumble into dust after its last enhancive charge has been expended.
You sense that the studded ora headband will persist after its last magical charge has been expended.
112) a turquoise-set mithril earcuff Sold on gargantuan buyout
It provides a boost of 7 to Brawling Bonus.
This enhancement may not be used by adventurers who have not trained 28 times.
It provides a boost of 7 to Combat Maneuvers Bonus.
This enhancement may not be used by adventurers who have not trained 28 times.
It provides a boost of 3 to Ambush Bonus.
This enhancement may not be used by adventurers who have not trained 6 times.
It provides a boost of 3 to Multi Opponent Combat Bonus.
This enhancement may not be used by adventurers who have not trained 12 times.
The earcuff looks to have a lot of charges remaining.
You sense that the mithril earcuff will crumble into dust after its last enhancive charge has been expended.
115) an engraved gold torc
Blank MR
It provides a boost of 9 to Swimming Bonus.
This enhancement may not be used by adventurers who have not trained 15 times.
It provides a boost of 5 to Max Health.
This enhancement may not be used by adventurers who have not trained 10 times.
It provides a boost of 2 to Ambush Bonus.
This enhancement may not be used by adventurers who have not trained 3 times.
The torc looks to have a lot of charges remaining.
You sense that the gold torc will persist after its last enhancive charge has been expended.
You sense that the gold torc will persist after its last magical charge has been expended.
116) an aquamarine inset eonake bracer
It provides a boost of 10 to Max Mana.
This enhancement may not be used by adventurers who have not trained 55 times.
It provides a boost of 2 to Aura Base.
This enhancement may not be used by adventurers who have not trained 6 times.
The bracer looks to have more than your average giantman could count charges remaining.
You sense that the inset eonake bracer will crumble into dust after its last enhancive charge has been expended.
121) an elegant fire opal bracelet
It provides a boost of 5 to Physical Fitness Bonus.
This enhancement may not be used by adventurers who have not trained 10 times.
It provides a boost of 4 to Swimming Bonus.
This enhancement may not be used by adventurers who have not trained 4 times.
The bracelet looks to have more than your average giantman could count charges remaining.
You sense that the fire opal bracelet will persist after its last enhancive charge has been expended.
You sense that the fire opal bracelet will persist after its last magical charge has been expended.
124) a sapphire-set imflass brooch
Blank MR
It provides a boost of 2 to Health Recovery.
This enhancement may not be used by adventurers who have not trained 10 times.
The brooch looks to have a fair amount of charges remaining.
You sense that the imflass brooch will crumble into dust after its last enhancive charge has been expended.
You sense that the imflass brooch will persist after its last magical charge has been expended.
[color=green]NEW ITEMS