Methais
03-01-2021, 09:58 AM
ALL ITEMS MB 250K
Items are not sorted or listed in any particular order
BIDDING RULES
Once, twice, last call, sold
Under 1m: 250k minimum increase
1m-5m: 500k minimum increase
5m-10m: 1m minimum increase
10m+: Bid like you actually want it
Cash accepted @ 5 per
Since I'm too lazy to think, each item will have a buyout of 50m silvers. Even the trash items. <------ sorry, I meant to have this in when I originally posted the auction and forgot because I'm a tard
1) an ornate vultite greathelm SOLD ON BUYOUT
It provides a boost of 11 to Two-Handed Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 40 times.
It provides a boost of 5 to Ambush Bonus.
This enhancement may not be used by adventurers who have not trained 9 times.
It provides a boost of 10 to Max Health.
This enhancement may not be used by adventurers who have not trained 22 times.
It provides a boost of 7 to Dexterity Base.
This enhancement may not be used by adventurers who have not trained 17 times.
The greathelm looks to have quite a few charges remaining.
2) some blackened mithril arm greaves SOLD ON BUYOUT
It provides a boost of 6 to Discipline Base.
This enhancement may not be used by adventurers who have not trained 13 times.
It provides a boost of 10 to Two Weapon Combat Bonus.
This enhancement may not be used by adventurers who have not trained 33 times.
The greaves looks to have a fair amount of charges remaining.
3) a gleaming mithril helm
It provides a boost of 4 to Intuition Bonus.
This enhancement may not be used by adventurers who have not trained 14 times.
It provides a boost of 3 to Max Stamina.
This enhancement may not be used by adventurers who have not trained 4 times.
It provides a boost of 7 to Max Health.
This enhancement may not be used by adventurers who have not trained 11 times.
The helm looks to have quite a few charges remaining.
It has been temporarily enhanced.
Its enhancement will degrade when the wearer is struck in combat.
It should have quite a few uses left before the enhancement degrades away completely.
When its enhancement has degraded away, the item will lose its ability to grant greater protection.
6) a light yellow villswood runestaff
It imparts a bonus of +18 more than usual.
It has been infused with the power of a fire elemental.
It provides a boost of 4 to Elemental Lore - Earth Bonus.
This enhancement may not be used by adventurers who have not trained 10 times.
It provides a boost of 4 to Elemental Lore - Water Bonus.
This enhancement may not be used by adventurers who have not trained 10 times.
The runestaff looks to have several charges remaining.
It will persist after its last enhancive charge has been expended.
7) a scorched illthorn runestaff
It imparts a bonus of +25 more than usual.
It provides a boost of 9 to Max Health.
This enhancement may not be used by adventurers who have not trained 18 times.
It provides a boost of 2 to Dexterity Bonus.
This enhancement may not be used by adventurers who have not trained 7 times.
It provides a boost of 5 to Perception Bonus.
This enhancement may not be used by adventurers who have not trained 6 times.
The runestaff looks to have several charges remaining.
It will persist after its last enhancive charge has been expended.
9) a scorched hoarbeam runestaff
It imparts a bonus of +12 more than usual.
It provides a boost of 5 to Influence Bonus.
This enhancement may not be used by adventurers who have not trained 21 times.
It provides a boost of 1 to Mana Recovery.
This enhancement may not be used by adventurers who have not trained 2 times.
It provides a boost of 6 to Spell Aiming Bonus.
This enhancement may not be used by adventurers who have not trained 13 times.
The runestaff looks to have several charges remaining.
11)a rose pink mesille runestaff
It imparts a bonus of +15 more than usual.
It has been infused with the power of a fire elemental.
It provides a boost of 4 to Mana Recovery.
This enhancement may not be used by adventurers who have not trained 20 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.
The runestaff looks to have a fair amount of charges remaining.
13)a black ora dart
It imparts a bonus of +10 more than usual.
It provides a boost of 9 to Stamina Recovery.
This enhancement may not be used by adventurers who have not trained 27 times.
It provides a boost of 3 to Wisdom Base.
This enhancement may not be used by adventurers who have not trained 6 times.
It provides a boost of 10 to Constitution Base.
This enhancement may not be used by adventurers who have not trained 33 times.
The dart looks to have quite a few charges remaining.
14) a gold-pommeled vultite dagger
It imparts a bonus of +20 more than usual.
It has been infused with the power of a fire elemental.
It provides a boost of 6 to Discipline Base.
This enhancement may not be used by adventurers who have not trained 13 times.
It provides a boost of 5 to Agility Base.
This enhancement may not be used by adventurers who have not trained 9 times.
The dagger looks to have more than your average giantman could count charges remaining.
It has been temporarily enhanced.
Its enhancement will degrade when it scores a successful strike.
It should have quite a few uses left before the enhancement degrades away completely.
When its enhancement has degraded away, the item will lose its ability to inflict greater damage.
15) an orase-hafted vultite mace
It imparts a bonus of +20 more than usual.
It is a holy item.
It provides a boost of 9 to Blunt Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 27 times.
It provides a boost of 3 to Stamina Recovery.
This enhancement may not be used by adventurers who have not trained 4 times.
The mace looks to have several charges remaining.
16)some reinforced leather
It imparts a bonus of +10 more than usual.
It provides a boost of 6 to Influence Bonus.
This enhancement may not be used by adventurers who have not trained 30 times.
It provides a boost of 5 to Spirit Mana Control Bonus.
This enhancement may not be used by adventurers who have not trained 9 times.
It provides a boost of 14 to Swimming Bonus.
This enhancement may not be used by adventurers who have not trained 21 times.
The leather looks to have a fair amount of charges remaining.
It will persist after its last enhancive charge has been expended.
17) some golden double leather
It imparts a bonus of +15 more than usual.
It provides a boost of 10 to Physical Fitness Bonus.
This enhancement may not be used by adventurers who have not trained 22 times.
It provides a boost of 9 to Constitution Base.
This enhancement may not be used by adventurers who have not trained 27 times.
It provides a boost of 3 to Polearm Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 4 times.
It provides a boost of 5 to Ambush Bonus.
This enhancement may not be used by adventurers who have not trained 9 times.
The leather looks to have several charges remaining.
18)an ornate hoarbeam greatshield
It imparts a bonus of +12 more than usual.
It is a holy item.
It protects against magical attacks with a bonus of 6.
It provides a boost of 3 to Stamina Recovery.
This enhancement may not be used by adventurers who have not trained 4 times.
It provides a boost of 1 to Armor Use Bonus.
This enhancement may not be used by adventurers who have not trained 1 times.
It provides a boost of 5 to Max Stamina.
This enhancement may not be used by adventurers who have not trained 9 times.
The greatshield looks to have a fair amount of charges remaining.
It has been temporarily enhanced.
Its enhancement will degrade when the wearer is struck in combat.
It should have an incredible amount of uses left before the enhancement degrades away completely.
When its enhancement has degraded away, the item will lose its special ability.
19)some old spiked mithglin leg greaves
It provides a boost of 5 to Picking Locks Ranks.
This enhancement may not be used by adventurers who have not trained 21 times.
It provides a boost of 6 to Constitution Base.
This enhancement may not be used by adventurers who have not trained 13 times.
The greaves looks to have a fair amount of charges remaining.
20) a malachite-set copper tiara
It is currently imbedded with the Fasthr's Reward spell.
It has 4 charges remaining.
It is rechargeable.
It could be activated by rubbing it.
It provides a boost of 2 to Dexterity Bonus.
This enhancement may not be used by adventurers who have not trained 11 times.
It provides a boost of 5 to Stalking and Hiding Bonus.
This enhancement may not be used by adventurers who have not trained 10 times.
The tiara looks to have one charges remaining.
It will crumble into dust after its last enhancive charge has been expended.
It will persist after its last magical charge has been expended.
21)a chased gold tiara
It is currently imbedded with the Spirit Barrier spell.
It has a few charges remaining.
It is rechargeable.
It could be activated by rubbing it.
It provides a boost of 3 to Logic Bonus.
This enhancement may not be used by adventurers who have not trained 14 times.
The tiara looks to have a lot of charges remaining.
It will crumble into dust after its last enhancive charge has been expended.
It will persist after its last magical charge has been expended.
22) a long-cut star sapphire crown
It is a magical item which could be imbedded with a spell.
It does not have any charges left.
It is rechargeable.
It could be activated by waving it.
It provides a boost of 4 to First Aid Bonus.
This enhancement may not be used by adventurers who have not trained 7 times.
It provides a boost of 5 to Shield Use Bonus.
This enhancement may not be used by adventurers who have not trained 15 times.
The crown looks to have a fair amount of charges remaining.
It will crumble into dust after its last enhancive charge has been expended.
It will disintegrate after its last magical charge has been expended.
23)a fine platinum crown
It is a magical item which could be imbedded with a spell.
It does not have any charges left.
It is rechargeable.
It could be activated by waving it.
It provides a boost of 5 to Thrown Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 15 times.
The crown looks to have several charges remaining.
It will crumble into dust after its last enhancive charge has been expended.
It will persist after its last magical charge has been expended.
24)a rune-etched platinum crown
It is a holy item.
It is a magical item which could be imbedded with a spell.
It does not have any charges left.
It is rechargeable.
It could be activated by waving it.
It provides a boost of 1 to Health Recovery.
This enhancement may not be used by adventurers who have not trained 4 times.
It provides a boost of 2 to Stamina Recovery.
This enhancement may not be used by adventurers who have not trained 3 times.
The crown looks to have quite a few charges remaining.
It will persist after its last enhancive charge has been expended.
It will persist after its last magical charge has been expended.
27)an onyx-inlaid golden topaz crown
It is currently imbedded with the Disarm Enhancement spell.
It has a few charges remaining.
It could be activated by rubbing it.
It provides a boost of 3 to Max Stamina.
This enhancement may not be used by adventurers who have not trained 6 times.
The crown looks to have more than your average giantman could count charges remaining.
It will persist after its last enhancive charge has been expended.
It will persist after its last magical charge has been expended.
28)an elegant platinum headband
It is a magical item which could be imbedded with a spell.
It does not have any charges left.
It is rechargeable.
It could be activated by waving it.
It provides a boost of 5 to Harness Power Bonus.
This enhancement may not be used by adventurers who have not trained 15 times.
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 headband looks to have a fair amount of charges remaining.
It will crumble into dust after its last enhancive charge has been expended.
It will persist after its last magical charge has been expended.
29)an emerald-set mithril talisman
It is a magical item which could be imbedded with a spell.
It does not have any charges left.
It could be activated by waving it.
It provides a boost of 2 to Dexterity Bonus.
This enhancement may not be used by adventurers who have not trained 11 times.
It provides a boost of 3 to Survival Ranks.
This enhancement may not be used by adventurers who have not trained 14 times.
The talisman looks to have several charges remaining.
It will crumble into dust after its last enhancive charge has been expended.
It will persist after its last magical charge has been expended.
30)a lapis-inlaid mithril tiara from
It provides a boost of 8 to Picking Locks Bonus.
This enhancement may not be used by adventurers who have not trained 24 times.
The tiara looks to have more than your average giantman could count charges remaining.
It will crumble into dust after its last enhancive charge has been expended.
32) a chased gold earring
It is a magical item which could be imbedded with a spell.
It does not have any charges left.
It is rechargeable.
It could be activated by waving it.
It provides a boost of 5 to Shield Use Bonus.
This enhancement may not be used by adventurers who have not trained 15 times.
It provides a boost of 5 to Two Weapon Combat Bonus.
This enhancement may not be used by adventurers who have not trained 15 times.
The earring looks to have quite a few charges remaining.
It will crumble into dust after its last enhancive charge has been expended.
It will persist after its last magical charge has been expended.
33)an enruned gold earring
It is a magical item which could be imbedded with a spell.
It does not have any charges left.
It is rechargeable.
It could be activated by waving it.
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 5 to Max Stamina.
This enhancement may not be used by adventurers who have not trained 15 times.
The earring looks to have quite a few charges remaining.
It will crumble into dust after its last enhancive charge has been expended.
It will persist after its last magical charge has been expended.
34)a sapphire-set pewter talisman
It is a magical item which could be imbedded with a spell.
It does not have any charges left.
It is rechargeable.
It could be activated by waving it.
It provides a boost of 1 to Armor Use Bonus.
This enhancement may not be used by adventurers who have not trained 2 times.
It provides a boost of 3 to Sorcerous Lore - Demonology Bonus.
This enhancement may not be used by adventurers who have not trained 10 times.
It provides a boost of 2 to Strength Bonus.
This enhancement may not be used by adventurers who have not trained 14 times.
The talisman looks to have quite a few charges remaining.
It will crumble into dust after its last enhancive charge has been expended.
It will persist after its last magical charge has been expended.
42)a gem-encrusted platinum tiara
It is a magical item which could be imbedded with a spell.
It does not have any charges left.
It is rechargeable.
It could be activated by waving it.
It provides a boost of 3 to Max Stamina.
This enhancement may not be used by adventurers who have not trained 6 times.
The tiara looks to have a huge number of charges remaining.
It will crumble into dust after its last enhancive charge has been expended.
It will persist after its last magical charge has been expended.
It is a small item, under a pound.
44)a garnet-set copper necklace
It is a magical item which could be imbedded with a spell.
It does not have any charges left.
It is rechargeable.
It could be activated by waving it.
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 necklace looks to have a fair amount of charges remaining.
It will crumble into dust after its last enhancive charge has been expended.
It will persist after its last magical charge has been expended.
50)a roan faenor dagger
It imparts a bonus of +8 more than usual.
It provides a boost of 4 to Mental Lore - Telepathy Bonus.
This enhancement may not be used by adventurers who have not trained 10 times.
It provides a boost of 5 to Mana Recovery.
This enhancement may not be used by adventurers who have not trained 30 times.
It provides a boost of 11 to Dexterity Base.
This enhancement may not be used by adventurers who have not trained 40 times.
The dagger looks to have a fair amount of charges remaining.
51)a glaes-studded imflass mace
It imparts a bonus of +12 more than usual.
It provides a boost of 9 to Stalking and Hiding Bonus.
This enhancement may not be used by adventurers who have not trained 18 times.
It provides a boost of 9 to Blunt Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 27 times.
It provides a boost of 12 to Max Health.
This enhancement may not be used by adventurers who have not trained 31 times.
The mace looks to have several charges remaining.
52)a bone-pommeled ora longsword
It imparts a bonus of +10 more than usual.
It helps defend its wielder with a bonus of 4.
It provides a boost of 7 to Edged Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 17 times.
It provides a boost of 6 to Harness Power Bonus.
This enhancement may not be used by adventurers who have not trained 13 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.
The longsword looks to have a lot of charges remaining.
54)a yew composite bow
It imparts a bonus of +2 more than usual.
It provides a boost of 5 to Intuition Bonus.
This enhancement may not be used by adventurers who have not trained 21 times.
It provides a boost of 6 to Ranged Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 13 times.
It provides a boost of 3 to Spiritual Lore - Summoning Bonus.
This enhancement may not be used by adventurers who have not trained 6 times.
The bow looks to have a fair amount of charges remaining.
57)a trilliant-cut red sunstone crown
It is currently imbedded with the Spirit Fog spell.
It has a few charges remaining.
It is empowered and can be charged for an additional 259.
It could be activated by rubbing it.
It provides a boost of 7 to Disarming Traps Bonus.
This enhancement may not be used by adventurers who have not trained 19 times.
It provides a boost of 1 to Aura Bonus.
This enhancement may not be used by adventurers who have not trained 7 times.
The crown looks to have quite a few charges remaining.
It will crumble into dust after its last enhancive charge has been expended.
It will disintegrate after its last magical charge has been expended.
58)an opal-inset gold crown
It provides a boost of 2 to Harness Power Ranks.
This enhancement may not be used by adventurers who have not trained 10 times.
It provides a boost of 1 to Dodging Ranks.
This enhancement may not be used by adventurers who have not trained 4 times.
It provides a boost of 5 to Max Stamina.
This enhancement may not be used by adventurers who have not trained 15 times.
The crown looks to have a fair amount of charges remaining.
It will persist after its last enhancive charge has been expended.
59)a black opal studded copper talisman
It is a magical item which could be imbedded with a spell.
It does not have any charges left.
It could be activated by waving it.
It provides a boost of 2 to Dexterity Bonus.
This enhancement may not be used by adventurers who have not trained 11 times.
The talisman looks to have more than your average giantman could count charges remaining.
It will crumble into dust after its last enhancive charge has been expended.
It will persist after its last magical charge has been expended.
64)an engraved mithril earring
It is a holy item.
It is a magical item which could be imbedded with a spell.
It does not have any charges left.
It is rechargeable.
It could be activated by waving it.
It provides a boost of 2 to Spiritual Lore - Summoning Bonus.
This enhancement may not be used by adventurers who have not trained 5 times.
It provides a boost of 3 to Stamina Recovery.
This enhancement may not be used by adventurers who have not trained 6 times.
The earring looks to have quite a few charges remaining.
It will crumble into dust after its last enhancive charge has been expended.
It will persist after its last magical charge has been expended.
67)a mithril and peridot earring
It is a magical item which could be imbedded with a spell.
It does not have any charges left.
It is rechargeable.
It could be activated by waving it.
It provides a boost of 4 to Stamina Recovery.
This enhancement may not be used by adventurers who have not trained 10 times.
The earring looks to have a fair amount of charges remaining.
It will crumble into dust after its last enhancive charge has been expended.
It will persist after its last magical charge has been expended.
68)a topaz-inset pewter earring
It is currently imbedded with the Organ Repair spell.
It has a few charges remaining.
It is rechargeable.
It could be activated by rubbing it.
It provides a boost of 3 to Elemental Lore - Fire Bonus.
This enhancement may not be used by adventurers who have not trained 10 times.
It provides a boost of 2 to Arcane Symbols Bonus.
This enhancement may not be used by adventurers who have not trained 4 times.
The earring looks to have quite a few charges remaining.
It will crumble into dust after its last enhancive charge has been expended.
It will persist after its last magical charge has been expended.
75)an alexandrite studded pewter stickpin
It is a magical item which could be imbedded with a spell.
It does not have any charges left.
It is rechargeable.
It could be activated by waving it.
It provides a boost of 8 to Swimming Bonus.
This enhancement may not be used by adventurers who have not trained 12 times.
The stickpin looks to have quite a few charges remaining.
It will crumble into dust after its last enhancive charge has been expended.
It will persist after its last magical charge has been expended.
76)a jade-inlaid red dreamstone tiara
It provides a boost of 6 to Swimming Ranks.
This enhancement may not be used by adventurers who have not trained 21 times.
It provides a boost of 2 to Agility Bonus.
This enhancement may not be used by adventurers who have not trained 11 times.
It provides a boost of 2 to Magic Item Use Ranks.
This enhancement may not be used by adventurers who have not trained 14 times.
The tiara looks to have quite a few charges remaining.
It will crumble into dust after its last enhancive charge has been expended.
77)a filigreed mithril necklace
It is a magical item which could be imbedded with a spell.
It does not have any charges left.
It is rechargeable.
It could be activated by waving it.
It provides a boost of 2 to Sorcerous Lore - Demonology Bonus.
This enhancement may not be used by adventurers who have not trained 5 times.
It provides a boost of 5 to Shield Use Bonus.
This enhancement may not be used by adventurers who have not trained 15 times.
The necklace looks to have several charges remaining.
It will crumble into dust after its last enhancive charge has been expended.
It will persist after its last magical charge has been expended.
78)a filigreed silver earcuff
It is a magical item which could be imbedded with a spell.
It does not have any charges left.
It is rechargeable.
It could be activated by waving it.
It provides a boost of 6 to First Aid Bonus.
This enhancement may not be used by adventurers who have not trained 14 times.
The earcuff looks to have a fair amount of charges remaining.
It will crumble into dust after its last enhancive charge has been expended.
It will persist after its last magical charge has been expended.
80)a turquoise-set ora earcuff
It is a magical item which could be imbedded with a spell.
It does not have any charges left.
It is rechargeable.
It could be activated by waving it.
It provides a boost of 5 to Max Stamina.
This enhancement may not be used by adventurers who have not trained 15 times.
It provides a boost of 2 to Thrown Weapons Ranks.
This enhancement may not be used by adventurers who have not trained 10 times.
The earcuff looks to have quite a few charges remaining.
It will crumble into dust after its last enhancive charge has been expended.
It will persist after its last magical charge has been expended.
82)a topaz-inset platinum crown
It is a magical item which could be imbedded with a spell.
It does not have any charges left.
It is rechargeable.
It could be activated by waving it.
It provides a boost of 5 to Thrown Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 15 times.
It provides a boost of 2 to Arcane Symbols Bonus.
This enhancement may not be used by adventurers who have not trained 4 times.
The crown looks to have quite a few charges remaining.
It will crumble into dust after its last enhancive charge has been expended.
It will persist after its last magical charge has been expended.
87)a tooled pink topaz torc
It is a magical item which could be imbedded with a spell.
It does not have any charges left.
It is rechargeable.
It could be activated by waving it.
It provides a boost of 3 to Shield Use Bonus.
This enhancement may not be used by adventurers who have not trained 6 times.
It provides a boost of 6 to Survival Bonus.
This enhancement may not be used by adventurers who have not trained 14 times.
The torc looks to have more than your average giantman could count charges remaining.
It will crumble into dust after its last enhancive charge has been expended.
It will disintegrate after its last magical charge has been expended.
88)a malachite and ruby earcuff 250k Derex SOLD
It is a magical item which could be imbedded with a spell.
It does not have any charges left.
It is rechargeable.
It could be activated by waving it.
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 2 to Logic Bonus.
This enhancement may not be used by adventurers who have not trained 7 times.
The earcuff looks to have several charges remaining.
It will crumble into dust after its last enhancive charge has been expended.
It will disintegrate after its last magical charge has been expended.
92)a bloodstone inset silver necklace
It is a magical item which could be imbedded with a spell.
It does not have any charges left.
It is rechargeable.
It could be activated by waving it.
It provides a boost of 3 to Max Stamina.
This enhancement may not be used by adventurers who have not trained 6 times.
It provides a boost of 1 to Spiritual Lore - Summoning Ranks.
This enhancement may not be used by adventurers who have not trained 6 times.
The necklace looks to have quite a few charges remaining.
It will crumble into dust after its last enhancive charge has been expended.
It will persist after its last magical charge has been expended.
94)an ivory and bloodjewel earring
It is a magical item which could be imbedded with a spell.
It does not have any charges left.
It is rechargeable.
It could be activated by waving it.
It provides a boost of 4 to Disarming Traps Bonus.
This enhancement may not be used by adventurers who have not trained 7 times.
It provides a boost of 5 to Climbing Bonus.
This enhancement may not be used by adventurers who have not trained 5 times.
The earring looks to have a lot of charges remaining.
It will crumble into dust after its last enhancive charge has been expended.
It will disintegrate after its last magical charge has been expended.
If you spot any errors, please let me know.
Items are not sorted or listed in any particular order
BIDDING RULES
Once, twice, last call, sold
Under 1m: 250k minimum increase
1m-5m: 500k minimum increase
5m-10m: 1m minimum increase
10m+: Bid like you actually want it
Cash accepted @ 5 per
Since I'm too lazy to think, each item will have a buyout of 50m silvers. Even the trash items. <------ sorry, I meant to have this in when I originally posted the auction and forgot because I'm a tard
1) an ornate vultite greathelm SOLD ON BUYOUT
It provides a boost of 11 to Two-Handed Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 40 times.
It provides a boost of 5 to Ambush Bonus.
This enhancement may not be used by adventurers who have not trained 9 times.
It provides a boost of 10 to Max Health.
This enhancement may not be used by adventurers who have not trained 22 times.
It provides a boost of 7 to Dexterity Base.
This enhancement may not be used by adventurers who have not trained 17 times.
The greathelm looks to have quite a few charges remaining.
2) some blackened mithril arm greaves SOLD ON BUYOUT
It provides a boost of 6 to Discipline Base.
This enhancement may not be used by adventurers who have not trained 13 times.
It provides a boost of 10 to Two Weapon Combat Bonus.
This enhancement may not be used by adventurers who have not trained 33 times.
The greaves looks to have a fair amount of charges remaining.
3) a gleaming mithril helm
It provides a boost of 4 to Intuition Bonus.
This enhancement may not be used by adventurers who have not trained 14 times.
It provides a boost of 3 to Max Stamina.
This enhancement may not be used by adventurers who have not trained 4 times.
It provides a boost of 7 to Max Health.
This enhancement may not be used by adventurers who have not trained 11 times.
The helm looks to have quite a few charges remaining.
It has been temporarily enhanced.
Its enhancement will degrade when the wearer is struck in combat.
It should have quite a few uses left before the enhancement degrades away completely.
When its enhancement has degraded away, the item will lose its ability to grant greater protection.
6) a light yellow villswood runestaff
It imparts a bonus of +18 more than usual.
It has been infused with the power of a fire elemental.
It provides a boost of 4 to Elemental Lore - Earth Bonus.
This enhancement may not be used by adventurers who have not trained 10 times.
It provides a boost of 4 to Elemental Lore - Water Bonus.
This enhancement may not be used by adventurers who have not trained 10 times.
The runestaff looks to have several charges remaining.
It will persist after its last enhancive charge has been expended.
7) a scorched illthorn runestaff
It imparts a bonus of +25 more than usual.
It provides a boost of 9 to Max Health.
This enhancement may not be used by adventurers who have not trained 18 times.
It provides a boost of 2 to Dexterity Bonus.
This enhancement may not be used by adventurers who have not trained 7 times.
It provides a boost of 5 to Perception Bonus.
This enhancement may not be used by adventurers who have not trained 6 times.
The runestaff looks to have several charges remaining.
It will persist after its last enhancive charge has been expended.
9) a scorched hoarbeam runestaff
It imparts a bonus of +12 more than usual.
It provides a boost of 5 to Influence Bonus.
This enhancement may not be used by adventurers who have not trained 21 times.
It provides a boost of 1 to Mana Recovery.
This enhancement may not be used by adventurers who have not trained 2 times.
It provides a boost of 6 to Spell Aiming Bonus.
This enhancement may not be used by adventurers who have not trained 13 times.
The runestaff looks to have several charges remaining.
11)a rose pink mesille runestaff
It imparts a bonus of +15 more than usual.
It has been infused with the power of a fire elemental.
It provides a boost of 4 to Mana Recovery.
This enhancement may not be used by adventurers who have not trained 20 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.
The runestaff looks to have a fair amount of charges remaining.
13)a black ora dart
It imparts a bonus of +10 more than usual.
It provides a boost of 9 to Stamina Recovery.
This enhancement may not be used by adventurers who have not trained 27 times.
It provides a boost of 3 to Wisdom Base.
This enhancement may not be used by adventurers who have not trained 6 times.
It provides a boost of 10 to Constitution Base.
This enhancement may not be used by adventurers who have not trained 33 times.
The dart looks to have quite a few charges remaining.
14) a gold-pommeled vultite dagger
It imparts a bonus of +20 more than usual.
It has been infused with the power of a fire elemental.
It provides a boost of 6 to Discipline Base.
This enhancement may not be used by adventurers who have not trained 13 times.
It provides a boost of 5 to Agility Base.
This enhancement may not be used by adventurers who have not trained 9 times.
The dagger looks to have more than your average giantman could count charges remaining.
It has been temporarily enhanced.
Its enhancement will degrade when it scores a successful strike.
It should have quite a few uses left before the enhancement degrades away completely.
When its enhancement has degraded away, the item will lose its ability to inflict greater damage.
15) an orase-hafted vultite mace
It imparts a bonus of +20 more than usual.
It is a holy item.
It provides a boost of 9 to Blunt Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 27 times.
It provides a boost of 3 to Stamina Recovery.
This enhancement may not be used by adventurers who have not trained 4 times.
The mace looks to have several charges remaining.
16)some reinforced leather
It imparts a bonus of +10 more than usual.
It provides a boost of 6 to Influence Bonus.
This enhancement may not be used by adventurers who have not trained 30 times.
It provides a boost of 5 to Spirit Mana Control Bonus.
This enhancement may not be used by adventurers who have not trained 9 times.
It provides a boost of 14 to Swimming Bonus.
This enhancement may not be used by adventurers who have not trained 21 times.
The leather looks to have a fair amount of charges remaining.
It will persist after its last enhancive charge has been expended.
17) some golden double leather
It imparts a bonus of +15 more than usual.
It provides a boost of 10 to Physical Fitness Bonus.
This enhancement may not be used by adventurers who have not trained 22 times.
It provides a boost of 9 to Constitution Base.
This enhancement may not be used by adventurers who have not trained 27 times.
It provides a boost of 3 to Polearm Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 4 times.
It provides a boost of 5 to Ambush Bonus.
This enhancement may not be used by adventurers who have not trained 9 times.
The leather looks to have several charges remaining.
18)an ornate hoarbeam greatshield
It imparts a bonus of +12 more than usual.
It is a holy item.
It protects against magical attacks with a bonus of 6.
It provides a boost of 3 to Stamina Recovery.
This enhancement may not be used by adventurers who have not trained 4 times.
It provides a boost of 1 to Armor Use Bonus.
This enhancement may not be used by adventurers who have not trained 1 times.
It provides a boost of 5 to Max Stamina.
This enhancement may not be used by adventurers who have not trained 9 times.
The greatshield looks to have a fair amount of charges remaining.
It has been temporarily enhanced.
Its enhancement will degrade when the wearer is struck in combat.
It should have an incredible amount of uses left before the enhancement degrades away completely.
When its enhancement has degraded away, the item will lose its special ability.
19)some old spiked mithglin leg greaves
It provides a boost of 5 to Picking Locks Ranks.
This enhancement may not be used by adventurers who have not trained 21 times.
It provides a boost of 6 to Constitution Base.
This enhancement may not be used by adventurers who have not trained 13 times.
The greaves looks to have a fair amount of charges remaining.
20) a malachite-set copper tiara
It is currently imbedded with the Fasthr's Reward spell.
It has 4 charges remaining.
It is rechargeable.
It could be activated by rubbing it.
It provides a boost of 2 to Dexterity Bonus.
This enhancement may not be used by adventurers who have not trained 11 times.
It provides a boost of 5 to Stalking and Hiding Bonus.
This enhancement may not be used by adventurers who have not trained 10 times.
The tiara looks to have one charges remaining.
It will crumble into dust after its last enhancive charge has been expended.
It will persist after its last magical charge has been expended.
21)a chased gold tiara
It is currently imbedded with the Spirit Barrier spell.
It has a few charges remaining.
It is rechargeable.
It could be activated by rubbing it.
It provides a boost of 3 to Logic Bonus.
This enhancement may not be used by adventurers who have not trained 14 times.
The tiara looks to have a lot of charges remaining.
It will crumble into dust after its last enhancive charge has been expended.
It will persist after its last magical charge has been expended.
22) a long-cut star sapphire crown
It is a magical item which could be imbedded with a spell.
It does not have any charges left.
It is rechargeable.
It could be activated by waving it.
It provides a boost of 4 to First Aid Bonus.
This enhancement may not be used by adventurers who have not trained 7 times.
It provides a boost of 5 to Shield Use Bonus.
This enhancement may not be used by adventurers who have not trained 15 times.
The crown looks to have a fair amount of charges remaining.
It will crumble into dust after its last enhancive charge has been expended.
It will disintegrate after its last magical charge has been expended.
23)a fine platinum crown
It is a magical item which could be imbedded with a spell.
It does not have any charges left.
It is rechargeable.
It could be activated by waving it.
It provides a boost of 5 to Thrown Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 15 times.
The crown looks to have several charges remaining.
It will crumble into dust after its last enhancive charge has been expended.
It will persist after its last magical charge has been expended.
24)a rune-etched platinum crown
It is a holy item.
It is a magical item which could be imbedded with a spell.
It does not have any charges left.
It is rechargeable.
It could be activated by waving it.
It provides a boost of 1 to Health Recovery.
This enhancement may not be used by adventurers who have not trained 4 times.
It provides a boost of 2 to Stamina Recovery.
This enhancement may not be used by adventurers who have not trained 3 times.
The crown looks to have quite a few charges remaining.
It will persist after its last enhancive charge has been expended.
It will persist after its last magical charge has been expended.
27)an onyx-inlaid golden topaz crown
It is currently imbedded with the Disarm Enhancement spell.
It has a few charges remaining.
It could be activated by rubbing it.
It provides a boost of 3 to Max Stamina.
This enhancement may not be used by adventurers who have not trained 6 times.
The crown looks to have more than your average giantman could count charges remaining.
It will persist after its last enhancive charge has been expended.
It will persist after its last magical charge has been expended.
28)an elegant platinum headband
It is a magical item which could be imbedded with a spell.
It does not have any charges left.
It is rechargeable.
It could be activated by waving it.
It provides a boost of 5 to Harness Power Bonus.
This enhancement may not be used by adventurers who have not trained 15 times.
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 headband looks to have a fair amount of charges remaining.
It will crumble into dust after its last enhancive charge has been expended.
It will persist after its last magical charge has been expended.
29)an emerald-set mithril talisman
It is a magical item which could be imbedded with a spell.
It does not have any charges left.
It could be activated by waving it.
It provides a boost of 2 to Dexterity Bonus.
This enhancement may not be used by adventurers who have not trained 11 times.
It provides a boost of 3 to Survival Ranks.
This enhancement may not be used by adventurers who have not trained 14 times.
The talisman looks to have several charges remaining.
It will crumble into dust after its last enhancive charge has been expended.
It will persist after its last magical charge has been expended.
30)a lapis-inlaid mithril tiara from
It provides a boost of 8 to Picking Locks Bonus.
This enhancement may not be used by adventurers who have not trained 24 times.
The tiara looks to have more than your average giantman could count charges remaining.
It will crumble into dust after its last enhancive charge has been expended.
32) a chased gold earring
It is a magical item which could be imbedded with a spell.
It does not have any charges left.
It is rechargeable.
It could be activated by waving it.
It provides a boost of 5 to Shield Use Bonus.
This enhancement may not be used by adventurers who have not trained 15 times.
It provides a boost of 5 to Two Weapon Combat Bonus.
This enhancement may not be used by adventurers who have not trained 15 times.
The earring looks to have quite a few charges remaining.
It will crumble into dust after its last enhancive charge has been expended.
It will persist after its last magical charge has been expended.
33)an enruned gold earring
It is a magical item which could be imbedded with a spell.
It does not have any charges left.
It is rechargeable.
It could be activated by waving it.
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 5 to Max Stamina.
This enhancement may not be used by adventurers who have not trained 15 times.
The earring looks to have quite a few charges remaining.
It will crumble into dust after its last enhancive charge has been expended.
It will persist after its last magical charge has been expended.
34)a sapphire-set pewter talisman
It is a magical item which could be imbedded with a spell.
It does not have any charges left.
It is rechargeable.
It could be activated by waving it.
It provides a boost of 1 to Armor Use Bonus.
This enhancement may not be used by adventurers who have not trained 2 times.
It provides a boost of 3 to Sorcerous Lore - Demonology Bonus.
This enhancement may not be used by adventurers who have not trained 10 times.
It provides a boost of 2 to Strength Bonus.
This enhancement may not be used by adventurers who have not trained 14 times.
The talisman looks to have quite a few charges remaining.
It will crumble into dust after its last enhancive charge has been expended.
It will persist after its last magical charge has been expended.
42)a gem-encrusted platinum tiara
It is a magical item which could be imbedded with a spell.
It does not have any charges left.
It is rechargeable.
It could be activated by waving it.
It provides a boost of 3 to Max Stamina.
This enhancement may not be used by adventurers who have not trained 6 times.
The tiara looks to have a huge number of charges remaining.
It will crumble into dust after its last enhancive charge has been expended.
It will persist after its last magical charge has been expended.
It is a small item, under a pound.
44)a garnet-set copper necklace
It is a magical item which could be imbedded with a spell.
It does not have any charges left.
It is rechargeable.
It could be activated by waving it.
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 necklace looks to have a fair amount of charges remaining.
It will crumble into dust after its last enhancive charge has been expended.
It will persist after its last magical charge has been expended.
50)a roan faenor dagger
It imparts a bonus of +8 more than usual.
It provides a boost of 4 to Mental Lore - Telepathy Bonus.
This enhancement may not be used by adventurers who have not trained 10 times.
It provides a boost of 5 to Mana Recovery.
This enhancement may not be used by adventurers who have not trained 30 times.
It provides a boost of 11 to Dexterity Base.
This enhancement may not be used by adventurers who have not trained 40 times.
The dagger looks to have a fair amount of charges remaining.
51)a glaes-studded imflass mace
It imparts a bonus of +12 more than usual.
It provides a boost of 9 to Stalking and Hiding Bonus.
This enhancement may not be used by adventurers who have not trained 18 times.
It provides a boost of 9 to Blunt Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 27 times.
It provides a boost of 12 to Max Health.
This enhancement may not be used by adventurers who have not trained 31 times.
The mace looks to have several charges remaining.
52)a bone-pommeled ora longsword
It imparts a bonus of +10 more than usual.
It helps defend its wielder with a bonus of 4.
It provides a boost of 7 to Edged Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 17 times.
It provides a boost of 6 to Harness Power Bonus.
This enhancement may not be used by adventurers who have not trained 13 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.
The longsword looks to have a lot of charges remaining.
54)a yew composite bow
It imparts a bonus of +2 more than usual.
It provides a boost of 5 to Intuition Bonus.
This enhancement may not be used by adventurers who have not trained 21 times.
It provides a boost of 6 to Ranged Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 13 times.
It provides a boost of 3 to Spiritual Lore - Summoning Bonus.
This enhancement may not be used by adventurers who have not trained 6 times.
The bow looks to have a fair amount of charges remaining.
57)a trilliant-cut red sunstone crown
It is currently imbedded with the Spirit Fog spell.
It has a few charges remaining.
It is empowered and can be charged for an additional 259.
It could be activated by rubbing it.
It provides a boost of 7 to Disarming Traps Bonus.
This enhancement may not be used by adventurers who have not trained 19 times.
It provides a boost of 1 to Aura Bonus.
This enhancement may not be used by adventurers who have not trained 7 times.
The crown looks to have quite a few charges remaining.
It will crumble into dust after its last enhancive charge has been expended.
It will disintegrate after its last magical charge has been expended.
58)an opal-inset gold crown
It provides a boost of 2 to Harness Power Ranks.
This enhancement may not be used by adventurers who have not trained 10 times.
It provides a boost of 1 to Dodging Ranks.
This enhancement may not be used by adventurers who have not trained 4 times.
It provides a boost of 5 to Max Stamina.
This enhancement may not be used by adventurers who have not trained 15 times.
The crown looks to have a fair amount of charges remaining.
It will persist after its last enhancive charge has been expended.
59)a black opal studded copper talisman
It is a magical item which could be imbedded with a spell.
It does not have any charges left.
It could be activated by waving it.
It provides a boost of 2 to Dexterity Bonus.
This enhancement may not be used by adventurers who have not trained 11 times.
The talisman looks to have more than your average giantman could count charges remaining.
It will crumble into dust after its last enhancive charge has been expended.
It will persist after its last magical charge has been expended.
64)an engraved mithril earring
It is a holy item.
It is a magical item which could be imbedded with a spell.
It does not have any charges left.
It is rechargeable.
It could be activated by waving it.
It provides a boost of 2 to Spiritual Lore - Summoning Bonus.
This enhancement may not be used by adventurers who have not trained 5 times.
It provides a boost of 3 to Stamina Recovery.
This enhancement may not be used by adventurers who have not trained 6 times.
The earring looks to have quite a few charges remaining.
It will crumble into dust after its last enhancive charge has been expended.
It will persist after its last magical charge has been expended.
67)a mithril and peridot earring
It is a magical item which could be imbedded with a spell.
It does not have any charges left.
It is rechargeable.
It could be activated by waving it.
It provides a boost of 4 to Stamina Recovery.
This enhancement may not be used by adventurers who have not trained 10 times.
The earring looks to have a fair amount of charges remaining.
It will crumble into dust after its last enhancive charge has been expended.
It will persist after its last magical charge has been expended.
68)a topaz-inset pewter earring
It is currently imbedded with the Organ Repair spell.
It has a few charges remaining.
It is rechargeable.
It could be activated by rubbing it.
It provides a boost of 3 to Elemental Lore - Fire Bonus.
This enhancement may not be used by adventurers who have not trained 10 times.
It provides a boost of 2 to Arcane Symbols Bonus.
This enhancement may not be used by adventurers who have not trained 4 times.
The earring looks to have quite a few charges remaining.
It will crumble into dust after its last enhancive charge has been expended.
It will persist after its last magical charge has been expended.
75)an alexandrite studded pewter stickpin
It is a magical item which could be imbedded with a spell.
It does not have any charges left.
It is rechargeable.
It could be activated by waving it.
It provides a boost of 8 to Swimming Bonus.
This enhancement may not be used by adventurers who have not trained 12 times.
The stickpin looks to have quite a few charges remaining.
It will crumble into dust after its last enhancive charge has been expended.
It will persist after its last magical charge has been expended.
76)a jade-inlaid red dreamstone tiara
It provides a boost of 6 to Swimming Ranks.
This enhancement may not be used by adventurers who have not trained 21 times.
It provides a boost of 2 to Agility Bonus.
This enhancement may not be used by adventurers who have not trained 11 times.
It provides a boost of 2 to Magic Item Use Ranks.
This enhancement may not be used by adventurers who have not trained 14 times.
The tiara looks to have quite a few charges remaining.
It will crumble into dust after its last enhancive charge has been expended.
77)a filigreed mithril necklace
It is a magical item which could be imbedded with a spell.
It does not have any charges left.
It is rechargeable.
It could be activated by waving it.
It provides a boost of 2 to Sorcerous Lore - Demonology Bonus.
This enhancement may not be used by adventurers who have not trained 5 times.
It provides a boost of 5 to Shield Use Bonus.
This enhancement may not be used by adventurers who have not trained 15 times.
The necklace looks to have several charges remaining.
It will crumble into dust after its last enhancive charge has been expended.
It will persist after its last magical charge has been expended.
78)a filigreed silver earcuff
It is a magical item which could be imbedded with a spell.
It does not have any charges left.
It is rechargeable.
It could be activated by waving it.
It provides a boost of 6 to First Aid Bonus.
This enhancement may not be used by adventurers who have not trained 14 times.
The earcuff looks to have a fair amount of charges remaining.
It will crumble into dust after its last enhancive charge has been expended.
It will persist after its last magical charge has been expended.
80)a turquoise-set ora earcuff
It is a magical item which could be imbedded with a spell.
It does not have any charges left.
It is rechargeable.
It could be activated by waving it.
It provides a boost of 5 to Max Stamina.
This enhancement may not be used by adventurers who have not trained 15 times.
It provides a boost of 2 to Thrown Weapons Ranks.
This enhancement may not be used by adventurers who have not trained 10 times.
The earcuff looks to have quite a few charges remaining.
It will crumble into dust after its last enhancive charge has been expended.
It will persist after its last magical charge has been expended.
82)a topaz-inset platinum crown
It is a magical item which could be imbedded with a spell.
It does not have any charges left.
It is rechargeable.
It could be activated by waving it.
It provides a boost of 5 to Thrown Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 15 times.
It provides a boost of 2 to Arcane Symbols Bonus.
This enhancement may not be used by adventurers who have not trained 4 times.
The crown looks to have quite a few charges remaining.
It will crumble into dust after its last enhancive charge has been expended.
It will persist after its last magical charge has been expended.
87)a tooled pink topaz torc
It is a magical item which could be imbedded with a spell.
It does not have any charges left.
It is rechargeable.
It could be activated by waving it.
It provides a boost of 3 to Shield Use Bonus.
This enhancement may not be used by adventurers who have not trained 6 times.
It provides a boost of 6 to Survival Bonus.
This enhancement may not be used by adventurers who have not trained 14 times.
The torc looks to have more than your average giantman could count charges remaining.
It will crumble into dust after its last enhancive charge has been expended.
It will disintegrate after its last magical charge has been expended.
88)a malachite and ruby earcuff 250k Derex SOLD
It is a magical item which could be imbedded with a spell.
It does not have any charges left.
It is rechargeable.
It could be activated by waving it.
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 2 to Logic Bonus.
This enhancement may not be used by adventurers who have not trained 7 times.
The earcuff looks to have several charges remaining.
It will crumble into dust after its last enhancive charge has been expended.
It will disintegrate after its last magical charge has been expended.
92)a bloodstone inset silver necklace
It is a magical item which could be imbedded with a spell.
It does not have any charges left.
It is rechargeable.
It could be activated by waving it.
It provides a boost of 3 to Max Stamina.
This enhancement may not be used by adventurers who have not trained 6 times.
It provides a boost of 1 to Spiritual Lore - Summoning Ranks.
This enhancement may not be used by adventurers who have not trained 6 times.
The necklace looks to have quite a few charges remaining.
It will crumble into dust after its last enhancive charge has been expended.
It will persist after its last magical charge has been expended.
94)an ivory and bloodjewel earring
It is a magical item which could be imbedded with a spell.
It does not have any charges left.
It is rechargeable.
It could be activated by waving it.
It provides a boost of 4 to Disarming Traps Bonus.
This enhancement may not be used by adventurers who have not trained 7 times.
It provides a boost of 5 to Climbing Bonus.
This enhancement may not be used by adventurers who have not trained 5 times.
The earring looks to have a lot of charges remaining.
It will crumble into dust after its last enhancive charge has been expended.
It will disintegrate after its last magical charge has been expended.
If you spot any errors, please let me know.