dzulthu
08-07-2021, 05:42 PM
Minimum bid is 50K for each of them. Will update once a day (announced, going twice, sold). Delivery in Solhaven/Wehnimer's. Discord at masuda#0434 for pickup.
1. tiara, +4 stamina recovery, persists, 50K to Araneus, delivered
2. buckle, rechargeable, +1 WIS bonus, +1 survival ranks, crumbly, 50K to Grymli, delivered
3. earcuff, rechargeable, +3 man recovery, crumbly
4. clasp, Cloak of Shadows, 7 charges, empowered for 139 more, persists, 1M to Zippezap, delivered
5. band, rechargeable, +4 spell aim bonus, +3 first aid bonus, persists, 2M to Zippezap, delivered
6. crown, Elemental Bias rechargeable, +2 STR bonus, persists
7. barrette, rechargeable, +4 AUR base, +3 INT base, crumbly, 1M to Menos SOLD
8. drakar quoit, +5, fire flares, +9 dodge bonus, +7 thrown bonus, +3 LOG bonus
9. stickpin, rechargeable, +7 spell aim bonus, crumbly, 3.25M to Zippezap, delivered
10. imflass ring, +4 THW rank, +7 health, crumbly
11. carmiln composite bow, +6, +10 ranged bonus, +9 CON base, 50K to Menos SOLD
12. deringo heavy crossbow, +8, +9 ranged bonus, +6 SMC bonus, +5 ambush bonus, 250K to Menos SOLD
13. green garnet crown, +4 stamina, +5 polearm bonus, persists, 50K to zennsunni delivered
14. blue starstone pin, +8 thrown bonus, +4 harness power bonus, crumbly
15. ora aventail, +8 stamina, +9 health
16. pewter orb, Mobility, 9 charges, empowered for 135 more, 100K to Emmissive SOLD
17. mithril earcuff, rechargeable, +3 INF bonus, crumbly
1. a coral and ruby tiara
It provides a boost of 4 to Stamina Recovery.
This enhancement may not be used by adventurers who have not trained 10 times.
The tiara looks to have a huge number of charges remaining.
It will persist after its last enhancive charge has been expended.
It is a small item, under a pound.
2. an elegant mithril buckle
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 Wisdom Bonus.
This enhancement may not be used by adventurers who have not trained 6 times.
It provides a boost of 1 to Survival Ranks.
This enhancement may not be used by adventurers who have not trained 3 times.
The buckle 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.
3. a heart cut amethyst 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 3 to Mana Recovery.
This enhancement may not be used by adventurers who have not trained 20 times.
The earcuff 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.
It is a small item, under a pound.
4. a turquoise-set platinum clasp
It is currently imbedded with the Cloak of Shadows spell.
It has 7 charges remaining.
It is empowered and can be charged for an additional 139.
It could be activated by tapping it.
It will persist after its last magical charge has been expended.
It is a small item, under a pound.
5. chrysoberyl inset pewter band
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 Spell Aiming Bonus.
This enhancement may not be used by adventurers who have not trained 10 times.
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 band looks to have a lot of charges remaining.
It will persist 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.
6. a star sapphire crown
It is currently imbedded with the Elemental Bias spell.
It has 7 charges remaining.
It is empowered and can be charged for an additional 294.
It could be activated by tapping it.
It provides a boost of 2 to Strength Bonus.
This enhancement may not be used by adventurers who have not trained 14 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.
It appears to weigh about 2 pounds.
7. a pink tourmaline barrette
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 Aura Base.
This enhancement may not be used by adventurers who have not trained 20 times.
It provides a boost of 3 to Intuition Base.
This enhancement may not be used by adventurers who have not trained 4 times.
The barrette 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.
It is a small item, under a pound.
8. a drakar quoit
It imparts a bonus of +5 more than usual.
It has been infused with the power of a fire elemental.
It provides a boost of 9 to Dodging Bonus.
This enhancement may not be used by adventurers who have not trained 27 times.
It provides a boost of 7 to Thrown Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 17 times.
It provides a boost of 3 to Logic Bonus.
This enhancement may not be used by adventurers who have not trained 9 times.
The quoit looks to have a lot of charges remaining.
It will persist after its last charge is depleted.
It appears to weigh about 3 pounds.
It looks like this item has been mainly crafted out of drakar.
9. an elegant mithril 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 7 to Spell Aiming Bonus.
This enhancement may not be used by adventurers who have not trained 28 times.
The stickpin 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.
It is a small item, under a pound.
10. an opal-inset imflass ring
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 4 to Two-Handed Weapons Ranks.
This enhancement may not be used by adventurers who have not trained 34 times.
It provides a boost of 7 to Max Health.
This enhancement may not be used by adventurers who have not trained 19 times.
The ring 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.
It is a small item, under a pound.
11. a carmiln composite bow
It imparts a bonus of +6 more than usual.
It provides a boost of 10 to Ranged Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 33 times.
It provides a boost of 9 to Constitution Base.
This enhancement may not be used by adventurers who have not trained 27 times.
The bow looks to have a lot of charges remaining.
It will persist after its last charge is depleted.
It appears to weigh about 3 pounds.
12. You carefully inspect a gleaming deringo heavy crossbow for sale.
It imparts a bonus of +8 more than usual.
It provides a boost of 9 to Ranged Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 27 times.
It provides a boost of 6 to Spirit Mana Control Bonus.
This enhancement may not be used by adventurers who have not trained 13 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 crossbow looks to have a lot of charges remaining.
It will persist after its last charge is depleted.
13. a simple green garnet 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 Max Stamina.
This enhancement may not be used by adventurers who have not trained 10 times.
It provides a boost of 5 to Polearm Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 15 times.
The crown looks to have a lot of charges remaining.
It will persist after its last enhancive charge has been expended.
It will persist after its last magical charge has been expended.
It appears to weigh about 2 pounds.
14. a blue starstone pin
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 8 to Thrown Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 36 times.
It provides a boost of 4 to Harness Power Bonus.
This enhancement may not be used by adventurers who have not trained 10 times.
The pin 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.
It is a small item, under a pound.
15. a polished ora aventail
As you recall your song, you feel a faint resonating vibration from the ora aventail in your hand, and you learn something about it...
It provides a boost of 8 to Max Stamina.
This enhancement may not be used by adventurers who have not trained 22 times.
It provides a boost of 9 to Max Health.
This enhancement may not be used by adventurers who have not trained 18 times.
The aventail looks to have more than your average giantman could count charges remaining.
It will persist after its last enhancive charge has been expended.
It appears to weigh about 3 pounds.
It is a simple project (11 difficulty) for an adventurer to modify.
16. a peridot inset pewter orb
It is currently imbedded with the Mobility spell.
It has 9 charges remaining.
It is empowered and can be charged for an additional 135.
It could be activated by rubbing it.
It will persist after its last magical charge has been expended.
It is a small item, under a pound.
17. a topaz-inset mithril 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 3 to Influence Bonus.
This enhancement may not be used by adventurers who have not trained 14 times.
The earcuff 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.
1. tiara, +4 stamina recovery, persists, 50K to Araneus, delivered
2. buckle, rechargeable, +1 WIS bonus, +1 survival ranks, crumbly, 50K to Grymli, delivered
3. earcuff, rechargeable, +3 man recovery, crumbly
4. clasp, Cloak of Shadows, 7 charges, empowered for 139 more, persists, 1M to Zippezap, delivered
5. band, rechargeable, +4 spell aim bonus, +3 first aid bonus, persists, 2M to Zippezap, delivered
6. crown, Elemental Bias rechargeable, +2 STR bonus, persists
7. barrette, rechargeable, +4 AUR base, +3 INT base, crumbly, 1M to Menos SOLD
8. drakar quoit, +5, fire flares, +9 dodge bonus, +7 thrown bonus, +3 LOG bonus
9. stickpin, rechargeable, +7 spell aim bonus, crumbly, 3.25M to Zippezap, delivered
10. imflass ring, +4 THW rank, +7 health, crumbly
11. carmiln composite bow, +6, +10 ranged bonus, +9 CON base, 50K to Menos SOLD
12. deringo heavy crossbow, +8, +9 ranged bonus, +6 SMC bonus, +5 ambush bonus, 250K to Menos SOLD
13. green garnet crown, +4 stamina, +5 polearm bonus, persists, 50K to zennsunni delivered
14. blue starstone pin, +8 thrown bonus, +4 harness power bonus, crumbly
15. ora aventail, +8 stamina, +9 health
16. pewter orb, Mobility, 9 charges, empowered for 135 more, 100K to Emmissive SOLD
17. mithril earcuff, rechargeable, +3 INF bonus, crumbly
1. a coral and ruby tiara
It provides a boost of 4 to Stamina Recovery.
This enhancement may not be used by adventurers who have not trained 10 times.
The tiara looks to have a huge number of charges remaining.
It will persist after its last enhancive charge has been expended.
It is a small item, under a pound.
2. an elegant mithril buckle
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 Wisdom Bonus.
This enhancement may not be used by adventurers who have not trained 6 times.
It provides a boost of 1 to Survival Ranks.
This enhancement may not be used by adventurers who have not trained 3 times.
The buckle 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.
3. a heart cut amethyst 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 3 to Mana Recovery.
This enhancement may not be used by adventurers who have not trained 20 times.
The earcuff 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.
It is a small item, under a pound.
4. a turquoise-set platinum clasp
It is currently imbedded with the Cloak of Shadows spell.
It has 7 charges remaining.
It is empowered and can be charged for an additional 139.
It could be activated by tapping it.
It will persist after its last magical charge has been expended.
It is a small item, under a pound.
5. chrysoberyl inset pewter band
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 Spell Aiming Bonus.
This enhancement may not be used by adventurers who have not trained 10 times.
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 band looks to have a lot of charges remaining.
It will persist 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.
6. a star sapphire crown
It is currently imbedded with the Elemental Bias spell.
It has 7 charges remaining.
It is empowered and can be charged for an additional 294.
It could be activated by tapping it.
It provides a boost of 2 to Strength Bonus.
This enhancement may not be used by adventurers who have not trained 14 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.
It appears to weigh about 2 pounds.
7. a pink tourmaline barrette
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 Aura Base.
This enhancement may not be used by adventurers who have not trained 20 times.
It provides a boost of 3 to Intuition Base.
This enhancement may not be used by adventurers who have not trained 4 times.
The barrette 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.
It is a small item, under a pound.
8. a drakar quoit
It imparts a bonus of +5 more than usual.
It has been infused with the power of a fire elemental.
It provides a boost of 9 to Dodging Bonus.
This enhancement may not be used by adventurers who have not trained 27 times.
It provides a boost of 7 to Thrown Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 17 times.
It provides a boost of 3 to Logic Bonus.
This enhancement may not be used by adventurers who have not trained 9 times.
The quoit looks to have a lot of charges remaining.
It will persist after its last charge is depleted.
It appears to weigh about 3 pounds.
It looks like this item has been mainly crafted out of drakar.
9. an elegant mithril 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 7 to Spell Aiming Bonus.
This enhancement may not be used by adventurers who have not trained 28 times.
The stickpin 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.
It is a small item, under a pound.
10. an opal-inset imflass ring
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 4 to Two-Handed Weapons Ranks.
This enhancement may not be used by adventurers who have not trained 34 times.
It provides a boost of 7 to Max Health.
This enhancement may not be used by adventurers who have not trained 19 times.
The ring 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.
It is a small item, under a pound.
11. a carmiln composite bow
It imparts a bonus of +6 more than usual.
It provides a boost of 10 to Ranged Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 33 times.
It provides a boost of 9 to Constitution Base.
This enhancement may not be used by adventurers who have not trained 27 times.
The bow looks to have a lot of charges remaining.
It will persist after its last charge is depleted.
It appears to weigh about 3 pounds.
12. You carefully inspect a gleaming deringo heavy crossbow for sale.
It imparts a bonus of +8 more than usual.
It provides a boost of 9 to Ranged Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 27 times.
It provides a boost of 6 to Spirit Mana Control Bonus.
This enhancement may not be used by adventurers who have not trained 13 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 crossbow looks to have a lot of charges remaining.
It will persist after its last charge is depleted.
13. a simple green garnet 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 Max Stamina.
This enhancement may not be used by adventurers who have not trained 10 times.
It provides a boost of 5 to Polearm Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 15 times.
The crown looks to have a lot of charges remaining.
It will persist after its last enhancive charge has been expended.
It will persist after its last magical charge has been expended.
It appears to weigh about 2 pounds.
14. a blue starstone pin
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 8 to Thrown Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 36 times.
It provides a boost of 4 to Harness Power Bonus.
This enhancement may not be used by adventurers who have not trained 10 times.
The pin 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.
It is a small item, under a pound.
15. a polished ora aventail
As you recall your song, you feel a faint resonating vibration from the ora aventail in your hand, and you learn something about it...
It provides a boost of 8 to Max Stamina.
This enhancement may not be used by adventurers who have not trained 22 times.
It provides a boost of 9 to Max Health.
This enhancement may not be used by adventurers who have not trained 18 times.
The aventail looks to have more than your average giantman could count charges remaining.
It will persist after its last enhancive charge has been expended.
It appears to weigh about 3 pounds.
It is a simple project (11 difficulty) for an adventurer to modify.
16. a peridot inset pewter orb
It is currently imbedded with the Mobility spell.
It has 9 charges remaining.
It is empowered and can be charged for an additional 135.
It could be activated by rubbing it.
It will persist after its last magical charge has been expended.
It is a small item, under a pound.
17. a topaz-inset mithril 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 3 to Influence Bonus.
This enhancement may not be used by adventurers who have not trained 14 times.
The earcuff 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.