Zosimos Alchemista
12-07-2020, 04:09 PM
Auctioning the set as a whole.
MB: 1 coin CB: 11m Zip SOLD
This set provides the following:
+40 Blunt Weapon Bonus
+7 Agility
+5 Spirit Lore Religion Bonus
+5 Influence
+5 Max Mana
+3 S/H bonus
+3 Con Bonus
Note that these are + to BONUS. That means direct additive to your AS 1 to 1. This set will provide you with +40 AS as a OHB user. There are a few very nice persistent pieces in this set.
Gold torc
The magical strength of this item is strong. It could probably handle the imbedding of an entirely new spell, if handled with care.
The torc resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a boost of 5 to Blunt Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 15 times.
The torc looks to have quite a few charges remaining.
You sense that the gold torc will crumble into dust after its last enhancive charge has been expended.
You sense that the gold torc will persist after its last magical charge has been expended.
Red spinel stickpin
It provides a boost of 5 to Blunt Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 15 times.
The stickpin looks to have more than your average giantman could count charges remaining.
You sense that the red spinel stickpin will crumble into dust after its last enhancive charge has been expended.
Inset ora band
It provides a boost of 5 to Spiritual Lore - Religion Bonus.
This enhancement may not be used by adventurers who have not trained 25 times.
It provides a boost of 5 to Influence Base.
This enhancement may not be used by adventurers who have not trained 10 times.
It provides a boost of 7 to Blunt Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 28 times.
The band looks to have quite a few charges remaining.
You sense that the inset ora band will crumble into dust after its last enhancive charge has been expended.
Studded copper bracelet
It provides a boost of 5 to Blunt Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 15 times.
It provides a boost of 5 to Max Mana.
This enhancement may not be used by adventurers who have not trained 15 times.
The bracelet looks to have a fair amount of charges remaining.
You sense that the studded copper bracelet will crumble into dust after its last enhancive charge has been expended.
Pewter pin
It provides a boost of 4 to Blunt Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 10 times.
It provides a boost of 3 to Stalking and Hiding Bonus.
This enhancement may not be used by adventurers who have not trained 4 times.
The pin seems to be out of charges.
You sense that the pewter pin will persist after its last enhancive charge has been expended.
Snake etched silver ring
It provides a boost of 3 to Constitution Bonus.
This enhancement may not be used by adventurers who have not trained 22 times.
It provides a boost of 6 to Blunt Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 21 times.
The ring looks to have several charges remaining.
You sense that the silver ring will crumble into dust after its last enhancive charge has been expended.
You sense that the silver ring will persist after its last magical charge has been expended.
Star sapphire necklace
It provides a boost of 4 to Blunt Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 10 times.
It provides a boost of 7 to Agility Base.
This enhancement may not be used by adventurers who have not trained 28 times.
The necklace looks to have several charges remaining.
You sense that the star sapphire necklace will persist after its last enhancive charge has been expended.
You sense that the star sapphire necklace will persist after its last magical charge has been expended.
Aquamarine earcuff
It provides a boost of 6 to Blunt Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 21 times.
The earcuff looks to have a lot of charges remaining.
You sense that the aquamarine earcuff will crumble into dust after its last enhancive charge has been expended.
You sense that the aquamarine earcuff will disintegrate after its last magical charge has been expended.
MB: 1 coin CB: 11m Zip SOLD
This set provides the following:
+40 Blunt Weapon Bonus
+7 Agility
+5 Spirit Lore Religion Bonus
+5 Influence
+5 Max Mana
+3 S/H bonus
+3 Con Bonus
Note that these are + to BONUS. That means direct additive to your AS 1 to 1. This set will provide you with +40 AS as a OHB user. There are a few very nice persistent pieces in this set.
Gold torc
The magical strength of this item is strong. It could probably handle the imbedding of an entirely new spell, if handled with care.
The torc resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a boost of 5 to Blunt Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 15 times.
The torc looks to have quite a few charges remaining.
You sense that the gold torc will crumble into dust after its last enhancive charge has been expended.
You sense that the gold torc will persist after its last magical charge has been expended.
Red spinel stickpin
It provides a boost of 5 to Blunt Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 15 times.
The stickpin looks to have more than your average giantman could count charges remaining.
You sense that the red spinel stickpin will crumble into dust after its last enhancive charge has been expended.
Inset ora band
It provides a boost of 5 to Spiritual Lore - Religion Bonus.
This enhancement may not be used by adventurers who have not trained 25 times.
It provides a boost of 5 to Influence Base.
This enhancement may not be used by adventurers who have not trained 10 times.
It provides a boost of 7 to Blunt Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 28 times.
The band looks to have quite a few charges remaining.
You sense that the inset ora band will crumble into dust after its last enhancive charge has been expended.
Studded copper bracelet
It provides a boost of 5 to Blunt Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 15 times.
It provides a boost of 5 to Max Mana.
This enhancement may not be used by adventurers who have not trained 15 times.
The bracelet looks to have a fair amount of charges remaining.
You sense that the studded copper bracelet will crumble into dust after its last enhancive charge has been expended.
Pewter pin
It provides a boost of 4 to Blunt Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 10 times.
It provides a boost of 3 to Stalking and Hiding Bonus.
This enhancement may not be used by adventurers who have not trained 4 times.
The pin seems to be out of charges.
You sense that the pewter pin will persist after its last enhancive charge has been expended.
Snake etched silver ring
It provides a boost of 3 to Constitution Bonus.
This enhancement may not be used by adventurers who have not trained 22 times.
It provides a boost of 6 to Blunt Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 21 times.
The ring looks to have several charges remaining.
You sense that the silver ring will crumble into dust after its last enhancive charge has been expended.
You sense that the silver ring will persist after its last magical charge has been expended.
Star sapphire necklace
It provides a boost of 4 to Blunt Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 10 times.
It provides a boost of 7 to Agility Base.
This enhancement may not be used by adventurers who have not trained 28 times.
The necklace looks to have several charges remaining.
You sense that the star sapphire necklace will persist after its last enhancive charge has been expended.
You sense that the star sapphire necklace will persist after its last magical charge has been expended.
Aquamarine earcuff
It provides a boost of 6 to Blunt Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 21 times.
The earcuff looks to have a lot of charges remaining.
You sense that the aquamarine earcuff will crumble into dust after its last enhancive charge has been expended.
You sense that the aquamarine earcuff will disintegrate after its last magical charge has been expended.