Ketsimney
12-17-2022, 07:51 PM
9) an agate-inset imflass band
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 6 to Constitution Base.
This enhancement may not be used by adventurers who have not trained 21 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 4 to Aura Base.
This enhancement may not be used by adventurers who have not trained 20 times.
The band looks to have a lot of charges remaining.
It will persist after its last magic item charge, but crumble after its last enhancive charge is depleted.
It is a small item, under a pound.
The band can be worn around the finger. The band appears to serve some purpose.
MB: 100K
10) a plain peridot armband.
It is a magical item which could be imbedded with a spell.
It has 0 charges. It is rechargeable.
It could be activated by waving it.
It will disintegrate after its last magical charge has been expended.
It is an enhancive item:
It provides a boost of 7 to Climbing Bonus.
This enhancement may not be used by adventurers who have not trained 10 times.
It provides a boost of 4 to Brawling Bonus.
This enhancement may not be used by adventurers who have not trained 10 times.
It seems to have a few enhancive charges remaining.
It will crumble into dust after its last enhancive charge has been expended.
It is a small item, under a pound.
The armband can be worn around the wrist. The armband appears to serve some purpose.
MB: 50K
11) an ivory-inlaid alexandrite pin.
It is a magical item which could be imbedded with a spell.
It has 0 charges. It is rechargeable.
It could be activated by waving it.
It will disintegrate after its last magical charge has been expended.
It is an enhancive item:
It provides a boost of 6 to Elemental Lore - Fire Bonus.
This enhancement may not be used by adventurers who have not trained 35 times.
It provides a boost of 2 to Trading Bonus.
This enhancement may not be used by adventurers who have not trained 2 times.
It seems to have a lot of enhancive charges remaining.
It will crumble into dust after its last enhancive charge has been expended.
It is a small item, under a pound.
The pin can be worn anywhere on the body. The pin appears to serve some purpose.
MB: 100K
12) a sapphire studded ora talisman
It is a magical item which could be imbedded with a spell.
It has 0 charges. It is rechargeable.
It could be activated by waving it.
It will persist after its last magical charge has been expended.
It is an enhancive item:
It provides a boost of 4 to Multi Opponent Combat Bonus.
This enhancement may not be used by adventurers who have not trained 20 times.
It provides a boost of 6 to Shield Use Bonus.
This enhancement may not be used by adventurers who have not trained 21 times.
It seems to have a lot of enhancive charges remaining.
It will crumble into dust after its last enhancive charge has been expended.
It is a small item, under a pound.
The talisman can be worn around the neck. The talisman appears to serve some purpose.
MB: 50K
13) some ornate mithril leg greaves
It has been infused with the power of a fire elemental.
It is an enhancive item:
It provides a boost of 2 to Dexterity Base.
This enhancement may not be used by adventurers who have not trained 2 times.
It seems to have almost innumerable enhancive charges remaining.
It will persist after its last enhancive charge has been expended.
It is temporarily and slightly resistant (9%) to puncturing attacks, provided by a temporary enhancement and will degrade when the wearer is struck in combat. It has an incredible amount of uses left before the enhancement degrades away completely, which will cause the item to simply return to normal.
It appears to weigh about 4 pounds.
It is predominantly crafted of mithril.
It is a simple project (85 difficulty) for an adventurer to modify.
MB: 100K
14) some old ora leg greaves
It is an enhancive item:
It provides a boost of 9 to Shield Use Bonus.
This enhancement may not be used by adventurers who have not trained 27 times.
It provides a boost of 5 to Survival Bonus.
This enhancement may not be used by adventurers who have not trained 6 times.
It seems to have more than your average giantman could count enhancive charges remaining.
It will persist after its last enhancive charge has been expended.
It appears to weigh about 3 pounds.
It is predominantly crafted of ora.
It is a simple project (9 difficulty) for an adventurer to modify.
The greaves is miscellaneous armor that covers the legs.
The greaves can be worn around the legs. The greaves appear to serve some purpose.
MB: 100K
15) an onyx and firestone 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 2 to Edged Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 3 times.
It provides a boost of 4 to Polearm Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 10 times.
The earcuff 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.
MB: 100K
16) a coral and pink dreamstone necklace
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 7 to Physical Fitness Bonus.
This enhancement may not be used by adventurers who have not trained 19 times.
The necklace looks to have a lot of charges remaining.
It will disintegrate after its last charge is depleted.
It is a small item, under a pound.
The necklace can be worn around the neck. The necklace appears to serve some purpose.
MB: 100K
17) an etched spiked mithril helm
It provides a boost of 5 to Spiritual Lore - Religion Bonus.
This enhancement may not be used by adventurers who have not trained 15 times.
It provides a boost of 2 to Spiritual Lore - Blessings Bonus.
This enhancement may not be used by adventurers who have not trained 3 times.
The helm looks to have several charges remaining.
It will persist after its last enhancive charge has been expended.
It appears to weigh about 2 pounds.
It is a simple project (-15 difficulty) for an adventurer to modify.
MB: 100K
18) a malachite-set silver medallion
It is a magical item which could be imbedded with a spell.
It has 0 charges. It is rechargeable.
It could be activated by waving it.
It will persist after its last magical charge has been expended.
It is an enhancive item:
It provides a boost of 2 to Sorcerous Lore - Necromancy Bonus.
This enhancement may not be used by adventurers who have not trained 5 times.
It provides a boost of 2 to Aura Base.
This enhancement may not be used by adventurers who have not trained 6 times.
It seems to have quite a few enhancive charges remaining.
It will persist after its last enhancive charge has been expended.
It is a small item, under a pound.
MB: 50K
20) a beryl-inset silver neckchain
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 3 to Polearm Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 6 times.
It provides a boost of 7 to Physical Fitness Bonus.
This enhancement may not be used by adventurers who have not trained 19 times.
The neckchain looks to have more than your average giantman could count charges remaining.
It will persist after its last magic item charge, but crumble after its last enhancive charge is depleted.
It is a small item, under a pound.
MB: 100K
21) a gold filigree white starstone medallion
It is currently imbedded with the Relieve Burden spell.
It has 3 charges remaining.
It could be activated by tapping it.
It provides a boost of 3 to Polearm Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 6 times.
The medallion looks to have more than your average giantman could count charges remaining.
It will persist after its last magic item charge, but crumble after its last enhancive charge is depleted.
It is a small item, under a pound.
The medallion can be worn around the neck. The medallion appears to serve some purpose.
MB: 50K
22) an etched silver medallion
It provides a boost of 3 to Pickpocketing Bonus.
This enhancement may not be used by adventurers who have not trained 4 times.
It provides a boost of 4 to Thrown Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 10 times.
The medallion looks to have several charges remaining.
It will persist after its last charge is depleted.
It is a small item, under a pound.
MB: 50K
23) a white ora-studded maul
It imparts a bonus of +10 more than usual.
It is a holy item.
It is an enhancive item:
It provides a boost of 1 to Max Spirit.
This enhancement may not be used by adventurers who have not trained 40 times.
It provides a boost of 6 to Max Mana.
This enhancement may not be used by adventurers who have not trained 13 times.
It provides a boost of 2 to Health Recovery.
This enhancement may not be used by adventurers who have not trained 6 times.
It seems to have a lot of enhancive charges remaining.
It will persist after its last enhancive charge has been expended.
It appears to weigh about 8 pounds.
It is predominantly crafted of white ora.
It is a simple project (24 difficulty) for an adventurer to modify.
The maul is a maul that requires skill in twohanded weapons to use effectively.
MB: 200K
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 6 to Constitution Base.
This enhancement may not be used by adventurers who have not trained 21 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 4 to Aura Base.
This enhancement may not be used by adventurers who have not trained 20 times.
The band looks to have a lot of charges remaining.
It will persist after its last magic item charge, but crumble after its last enhancive charge is depleted.
It is a small item, under a pound.
The band can be worn around the finger. The band appears to serve some purpose.
MB: 100K
10) a plain peridot armband.
It is a magical item which could be imbedded with a spell.
It has 0 charges. It is rechargeable.
It could be activated by waving it.
It will disintegrate after its last magical charge has been expended.
It is an enhancive item:
It provides a boost of 7 to Climbing Bonus.
This enhancement may not be used by adventurers who have not trained 10 times.
It provides a boost of 4 to Brawling Bonus.
This enhancement may not be used by adventurers who have not trained 10 times.
It seems to have a few enhancive charges remaining.
It will crumble into dust after its last enhancive charge has been expended.
It is a small item, under a pound.
The armband can be worn around the wrist. The armband appears to serve some purpose.
MB: 50K
11) an ivory-inlaid alexandrite pin.
It is a magical item which could be imbedded with a spell.
It has 0 charges. It is rechargeable.
It could be activated by waving it.
It will disintegrate after its last magical charge has been expended.
It is an enhancive item:
It provides a boost of 6 to Elemental Lore - Fire Bonus.
This enhancement may not be used by adventurers who have not trained 35 times.
It provides a boost of 2 to Trading Bonus.
This enhancement may not be used by adventurers who have not trained 2 times.
It seems to have a lot of enhancive charges remaining.
It will crumble into dust after its last enhancive charge has been expended.
It is a small item, under a pound.
The pin can be worn anywhere on the body. The pin appears to serve some purpose.
MB: 100K
12) a sapphire studded ora talisman
It is a magical item which could be imbedded with a spell.
It has 0 charges. It is rechargeable.
It could be activated by waving it.
It will persist after its last magical charge has been expended.
It is an enhancive item:
It provides a boost of 4 to Multi Opponent Combat Bonus.
This enhancement may not be used by adventurers who have not trained 20 times.
It provides a boost of 6 to Shield Use Bonus.
This enhancement may not be used by adventurers who have not trained 21 times.
It seems to have a lot of enhancive charges remaining.
It will crumble into dust after its last enhancive charge has been expended.
It is a small item, under a pound.
The talisman can be worn around the neck. The talisman appears to serve some purpose.
MB: 50K
13) some ornate mithril leg greaves
It has been infused with the power of a fire elemental.
It is an enhancive item:
It provides a boost of 2 to Dexterity Base.
This enhancement may not be used by adventurers who have not trained 2 times.
It seems to have almost innumerable enhancive charges remaining.
It will persist after its last enhancive charge has been expended.
It is temporarily and slightly resistant (9%) to puncturing attacks, provided by a temporary enhancement and will degrade when the wearer is struck in combat. It has an incredible amount of uses left before the enhancement degrades away completely, which will cause the item to simply return to normal.
It appears to weigh about 4 pounds.
It is predominantly crafted of mithril.
It is a simple project (85 difficulty) for an adventurer to modify.
MB: 100K
14) some old ora leg greaves
It is an enhancive item:
It provides a boost of 9 to Shield Use Bonus.
This enhancement may not be used by adventurers who have not trained 27 times.
It provides a boost of 5 to Survival Bonus.
This enhancement may not be used by adventurers who have not trained 6 times.
It seems to have more than your average giantman could count enhancive charges remaining.
It will persist after its last enhancive charge has been expended.
It appears to weigh about 3 pounds.
It is predominantly crafted of ora.
It is a simple project (9 difficulty) for an adventurer to modify.
The greaves is miscellaneous armor that covers the legs.
The greaves can be worn around the legs. The greaves appear to serve some purpose.
MB: 100K
15) an onyx and firestone 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 2 to Edged Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 3 times.
It provides a boost of 4 to Polearm Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 10 times.
The earcuff 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.
MB: 100K
16) a coral and pink dreamstone necklace
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 7 to Physical Fitness Bonus.
This enhancement may not be used by adventurers who have not trained 19 times.
The necklace looks to have a lot of charges remaining.
It will disintegrate after its last charge is depleted.
It is a small item, under a pound.
The necklace can be worn around the neck. The necklace appears to serve some purpose.
MB: 100K
17) an etched spiked mithril helm
It provides a boost of 5 to Spiritual Lore - Religion Bonus.
This enhancement may not be used by adventurers who have not trained 15 times.
It provides a boost of 2 to Spiritual Lore - Blessings Bonus.
This enhancement may not be used by adventurers who have not trained 3 times.
The helm looks to have several charges remaining.
It will persist after its last enhancive charge has been expended.
It appears to weigh about 2 pounds.
It is a simple project (-15 difficulty) for an adventurer to modify.
MB: 100K
18) a malachite-set silver medallion
It is a magical item which could be imbedded with a spell.
It has 0 charges. It is rechargeable.
It could be activated by waving it.
It will persist after its last magical charge has been expended.
It is an enhancive item:
It provides a boost of 2 to Sorcerous Lore - Necromancy Bonus.
This enhancement may not be used by adventurers who have not trained 5 times.
It provides a boost of 2 to Aura Base.
This enhancement may not be used by adventurers who have not trained 6 times.
It seems to have quite a few enhancive charges remaining.
It will persist after its last enhancive charge has been expended.
It is a small item, under a pound.
MB: 50K
20) a beryl-inset silver neckchain
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 3 to Polearm Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 6 times.
It provides a boost of 7 to Physical Fitness Bonus.
This enhancement may not be used by adventurers who have not trained 19 times.
The neckchain looks to have more than your average giantman could count charges remaining.
It will persist after its last magic item charge, but crumble after its last enhancive charge is depleted.
It is a small item, under a pound.
MB: 100K
21) a gold filigree white starstone medallion
It is currently imbedded with the Relieve Burden spell.
It has 3 charges remaining.
It could be activated by tapping it.
It provides a boost of 3 to Polearm Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 6 times.
The medallion looks to have more than your average giantman could count charges remaining.
It will persist after its last magic item charge, but crumble after its last enhancive charge is depleted.
It is a small item, under a pound.
The medallion can be worn around the neck. The medallion appears to serve some purpose.
MB: 50K
22) an etched silver medallion
It provides a boost of 3 to Pickpocketing Bonus.
This enhancement may not be used by adventurers who have not trained 4 times.
It provides a boost of 4 to Thrown Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 10 times.
The medallion looks to have several charges remaining.
It will persist after its last charge is depleted.
It is a small item, under a pound.
MB: 50K
23) a white ora-studded maul
It imparts a bonus of +10 more than usual.
It is a holy item.
It is an enhancive item:
It provides a boost of 1 to Max Spirit.
This enhancement may not be used by adventurers who have not trained 40 times.
It provides a boost of 6 to Max Mana.
This enhancement may not be used by adventurers who have not trained 13 times.
It provides a boost of 2 to Health Recovery.
This enhancement may not be used by adventurers who have not trained 6 times.
It seems to have a lot of enhancive charges remaining.
It will persist after its last enhancive charge has been expended.
It appears to weigh about 8 pounds.
It is predominantly crafted of white ora.
It is a simple project (24 difficulty) for an adventurer to modify.
The maul is a maul that requires skill in twohanded weapons to use effectively.
MB: 200K