Dystopia
04-21-2013, 07:52 PM
Hey guys. I'm gonna be taking off. Real life is taking over. Don't have time to play anymore.
Would like to clear these items out for use instead of just collecting dust in a locker.
For this auction there are some enhancive runestaves with various types of flares from acid to acuity to mana and just plain blessable. Also a 5x standard runestaff.
The armor and weapons speak for themselves for the most part; some orb fodder or some great first 30 day caster gear.
If you have any questions feel free to contact me here. I can check this site on my phone at work and won't be in game much at all any more.
RUNESTAVES
R1. an ancient carmiln runestaff
The runestaff resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 2 to Strength Bonus.
This enhancement may not be used by adventurers who have not trained 9 times.
It provides a bonus of 8 to Max Mana.
This enhancement may not be used by adventurers who have not trained 22 times.
The runestaff looks to have a lot of charges remaining.
MB: 750k
CB:
BO: 2.5m
R2. an engraved orase runestaff
It has a bonus of +25 from a normal runestaff, and the way it vibrates in tune with your voice tells you that it requires skill in twohanded weapons to use effectively.
MB: 600k
CB
R3. a sigil-etched kakore runestaff - acuity - flares +3 CS and +5 AS
The harmonics generated tell you that the runestaff allows a caster to occasionally focus their magical prowess for a single cast.
The runestaff resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 1 to Aura Bonus.
This enhancement may not be used by adventurers who have not trained 4 times.
It provides a bonus of 4 to Spirit Mana Control Ranks.
This enhancement may not be used by adventurers who have not trained 20 times.
The runestaff looks to have a lot of charges remaining.
You sense that the kakore runestaff will persist after its last enhancive charge has been expended.
MB: 1m
CB:
BO: 3m
R4. a well-balanced maple runestaff
The harmonics generated tell you that the runestaff helps defend the one who wields it.
The runestaff resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 2 to Spell Aiming Ranks.
This enhancement may not be used by adventurers who have not trained 6 times.
The runestaff looks to have more than your average giantman could count charges remaining.
You sense that the maple runestaff will persist after its last enhancive charge has been expended.
The first thing that strikes you about the runestaff is the weight, which is about 2 pounds. In your best estimation, it's worth about 300,000 silvers.
MB: 300k
CB:
BO: 500k
R5. a steel-capped hoarbeam runestaff
The harmonics generated tell you that the runestaff has been infused with a disintegrating substance. (acid flares)
The runestaff resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 5 to Spirit Mana Control Bonus.
This enhancement may not be used by adventurers who have not trained 9 times.
It provides a bonus of 2 to Constitution Bonus.
This enhancement may not be used by adventurers who have not trained 7 times.
The runestaff looks to have more than your average giantman could count charges remaining.
You sense that the hoarbeam runestaff will persist after its last enhancive charge has been expended.
The first thing that strikes you about the runestaff is the weight, which is about 2 pounds. In your best estimation, it's worth about 300,000 silvers.
MB: 300k
CB:
R6. a gold-banded faewood runestaff, +20. Weighs 4.
MB: 75k
CB:
BO: 150k
R7. a long silvery faewood runestaff capped with a diamond orb, +20, weighs 4.
Sold on Buyout
ARMOR AND ACCESSORIES
A1. some silver threaded full leather, +20, 13 pounds.
Sold on Buyout
A2. some full leather, +20, 13 pounds.
Sold on Buyout
A3. some full leather, +10, 13 pounds.
Sold on Buyout
A4. some burnished full leather, +20, 13 pounds.
MB: 50k
CB:
BO:100k
A5. some old ora brigandine armor
It has a bonus of +15 from a normal armor, and the way it vibrates in tune with your voice tells you that it is rigid leather armor.
The first thing that strikes you about the armor is the weight, which is about 25 pounds. In your best estimation, it's worth about 100,000 silvers.
MB: 50k
CB:
BO: 100k
A6. some vultite studded leather, +20, 16 pounds
MB: 50k
CB:
SHIELDS
S1: a gleaming vultite heater, +20, medium shield.
The first thing that strikes you about the heater is the weight, which is about 6 pounds.
MB: 35k
CB:
BO: 100k
S2: an embossed villswood aegis, +23, large shield.
The first thing that strikes you about the aegis is the weight, which is about 10 pounds.
MB: 50k
CB:
S3. an etched imflass shield, +22, medium shield
The first thing that strikes you about the shield is the weight, which is about 6 pounds.
MB: 50k
CB:
S4. a black and red glaes shield, +20, medium shield
The first thing that strikes you about the shield is the weight, which is about 12 pounds.
It looks like this item has been mainly crafted out of steel.
Person deftly slings a black and red glaes shield over his shoulder in one graceful movement.
Person slides a black and red glaes shield off his shoulder, gripping it in one hand.
MB: 200k
CB:
WEAPONS
W1: a diamond-inset elven long bow
The long bow is obviously worked in the style of a master elven bowyer. Tiny strips of leather bind the handle, which is carefully wrapped to provide a secure grip. Two griffin wing feathers are tied to one nock and several small sharp claws are hung from the other. Diamonds, faceted and polished to perfection, are inlaid along the length of the long bow. You also notice a small enchanter's glyph.
It has a bonus of +25 from a normal bow.
You gesture at a diamond-inset elven long bow.
The underlying patterns of essence within the elven long bow indicate that it has been enchanted, and you notice your own enchanter's mark on it. You recognize the vibrant blue aura surrounding it as indicating a strong level of enchantment.
Cast Roundtime 3 Seconds.
MB: 2m
CB:
BO: 3m
W2. a dark blue zorchar jitte with a white leather-wrapped handle, +20, 2 pounds.
The harmonics generated tell you that the jitte has been infused with the power of a lightning bolt.
After a careful inspection you determine that a dark blue zorchar jitte with a white leather-wrapped handle requires skill in brawling to use effectively. It appears to be a modified sai.
It looks like this item has been mainly crafted out of zorchar.
MB: 75k
CB: 75k Wudd ONCE
W3. a thick-bladed white ora gladius set with a polished black pearl in its pommel, +10, sanctified, 4 pounds.
MB: 50k
CB:
W4. an old ora broadsword, +10
It provides a bonus of 5 to Mana Recovery.
This enhancement may not be used by adventurers who have not trained 30 times.
It provides a bonus of 3 to Spell Aiming Ranks.
This enhancement may not be used by adventurers who have not trained 12 times.
It provides a bonus of 4 to Elemental Mana Control Ranks.
This enhancement may not be used by adventurers who have not trained 20 times.
The broadsword looks to have a lot of charges remaining.
You sense that the ora broadsword will persist after its last enhancive charge has been expended.
MB: 500k
CB:
W5. a corroded zorchar backsword, +5, weighs 3 pounds
The harmonics generated tell you that the backsword has been infused with the power of a lightning bolt.
The backsword resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 2 to Constitution.
This enhancement may not be used by adventurers who have not trained 2 times.
It provides a bonus of 7 to Influence.
This enhancement may not be used by adventurers who have not trained 11 times.
The backsword looks to have a lot of charges remaining.
You sense that the zorchar backsword will persist after its last enhancive charge has been expended.
ENHANCIVES
E1. a glyph-etched gold headband
The magical strength of this item is strong. It could probably handle the imbedding of an entirely new spell, if handled with care.
It provides a bonus of 3 to Survival Bonus.
This enhancement may not be used by adventurers who have not trained 4 times.
The headband looks to have more than your average giantman could count charges remaining.
Persist / Persist.
MB: 35k
CB:
E2. a starstone studded gold pendant
The magical strength of this item is strong. It could probably handle the imbedding of an entirely new spell, if handled with care.
It provides a bonus of 6 to Swimming Ranks.
This enhancement may not be used by adventurers who have not trained 21 times.
It provides a bonus of 2 to Stamina Recovery.
This enhancement may not be used by adventurers who have not trained 3 times.
The pendant looks to have a lot of charges remaining.
Crumble / Persist
MB: 35k
CB:
E3. a gleaming aquamarine ring
The aquamarine ring contains the spell Benediction, from the Cleric circle.
It provides a bonus of 4 to Swimming Ranks.
This enhancement may not be used by adventurers who have not trained 10 times.
The ring looks to have a lot of charges remaining.
Persist / Persist
MB: 35k
CB:
E4. a filigreed silver alloy tiara
The magical strength of this item is strong. It could probably handle the imbedding of an entirely new spell, if handled with care.
It provides a bonus of 10 to Max Health.
This enhancement may not be used by adventurers who have not trained 37 times.
The tiara looks to have a lot of charges remaining.
Crumble / Persist
MB: 35k
CB:
E5. a fine imflass earcuff
The magical strength of this item is strong. It could probably handle the imbedding of an entirely new spell, if handled with care.
It provides a bonus of 4 to Climbing Bonus.
This enhancement may not be used by adventurers who have not trained 4 times.
It provides a bonus of 1 to Sorcerous Lore - Necromancy Bonus.
This enhancement may not be used by adventurers who have not trained 2 times.
The earcuff looks to have more than your average giantman could count charges remaining.
Crumble / Persist
MB: 35k
CB:
E6. an elegant platinum torc
The magical strength of this item is strong. It could probably handle the imbedding of an entirely new spell, if handled with care.
It provides a bonus of 2 to First Aid Bonus.
This enhancement may not be used by adventurers who have not trained 2 times.
It provides a bonus of 3 to Discipline.
This enhancement may not be used by adventurers who have not trained 6 times.
The torc looks to have more than your average giantman could count charges remaining.
Persist / Persist
Would like to clear these items out for use instead of just collecting dust in a locker.
For this auction there are some enhancive runestaves with various types of flares from acid to acuity to mana and just plain blessable. Also a 5x standard runestaff.
The armor and weapons speak for themselves for the most part; some orb fodder or some great first 30 day caster gear.
If you have any questions feel free to contact me here. I can check this site on my phone at work and won't be in game much at all any more.
RUNESTAVES
R1. an ancient carmiln runestaff
The runestaff resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 2 to Strength Bonus.
This enhancement may not be used by adventurers who have not trained 9 times.
It provides a bonus of 8 to Max Mana.
This enhancement may not be used by adventurers who have not trained 22 times.
The runestaff looks to have a lot of charges remaining.
MB: 750k
CB:
BO: 2.5m
R2. an engraved orase runestaff
It has a bonus of +25 from a normal runestaff, and the way it vibrates in tune with your voice tells you that it requires skill in twohanded weapons to use effectively.
MB: 600k
CB
R3. a sigil-etched kakore runestaff - acuity - flares +3 CS and +5 AS
The harmonics generated tell you that the runestaff allows a caster to occasionally focus their magical prowess for a single cast.
The runestaff resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 1 to Aura Bonus.
This enhancement may not be used by adventurers who have not trained 4 times.
It provides a bonus of 4 to Spirit Mana Control Ranks.
This enhancement may not be used by adventurers who have not trained 20 times.
The runestaff looks to have a lot of charges remaining.
You sense that the kakore runestaff will persist after its last enhancive charge has been expended.
MB: 1m
CB:
BO: 3m
R4. a well-balanced maple runestaff
The harmonics generated tell you that the runestaff helps defend the one who wields it.
The runestaff resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 2 to Spell Aiming Ranks.
This enhancement may not be used by adventurers who have not trained 6 times.
The runestaff looks to have more than your average giantman could count charges remaining.
You sense that the maple runestaff will persist after its last enhancive charge has been expended.
The first thing that strikes you about the runestaff is the weight, which is about 2 pounds. In your best estimation, it's worth about 300,000 silvers.
MB: 300k
CB:
BO: 500k
R5. a steel-capped hoarbeam runestaff
The harmonics generated tell you that the runestaff has been infused with a disintegrating substance. (acid flares)
The runestaff resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 5 to Spirit Mana Control Bonus.
This enhancement may not be used by adventurers who have not trained 9 times.
It provides a bonus of 2 to Constitution Bonus.
This enhancement may not be used by adventurers who have not trained 7 times.
The runestaff looks to have more than your average giantman could count charges remaining.
You sense that the hoarbeam runestaff will persist after its last enhancive charge has been expended.
The first thing that strikes you about the runestaff is the weight, which is about 2 pounds. In your best estimation, it's worth about 300,000 silvers.
MB: 300k
CB:
R6. a gold-banded faewood runestaff, +20. Weighs 4.
MB: 75k
CB:
BO: 150k
R7. a long silvery faewood runestaff capped with a diamond orb, +20, weighs 4.
Sold on Buyout
ARMOR AND ACCESSORIES
A1. some silver threaded full leather, +20, 13 pounds.
Sold on Buyout
A2. some full leather, +20, 13 pounds.
Sold on Buyout
A3. some full leather, +10, 13 pounds.
Sold on Buyout
A4. some burnished full leather, +20, 13 pounds.
MB: 50k
CB:
BO:100k
A5. some old ora brigandine armor
It has a bonus of +15 from a normal armor, and the way it vibrates in tune with your voice tells you that it is rigid leather armor.
The first thing that strikes you about the armor is the weight, which is about 25 pounds. In your best estimation, it's worth about 100,000 silvers.
MB: 50k
CB:
BO: 100k
A6. some vultite studded leather, +20, 16 pounds
MB: 50k
CB:
SHIELDS
S1: a gleaming vultite heater, +20, medium shield.
The first thing that strikes you about the heater is the weight, which is about 6 pounds.
MB: 35k
CB:
BO: 100k
S2: an embossed villswood aegis, +23, large shield.
The first thing that strikes you about the aegis is the weight, which is about 10 pounds.
MB: 50k
CB:
S3. an etched imflass shield, +22, medium shield
The first thing that strikes you about the shield is the weight, which is about 6 pounds.
MB: 50k
CB:
S4. a black and red glaes shield, +20, medium shield
The first thing that strikes you about the shield is the weight, which is about 12 pounds.
It looks like this item has been mainly crafted out of steel.
Person deftly slings a black and red glaes shield over his shoulder in one graceful movement.
Person slides a black and red glaes shield off his shoulder, gripping it in one hand.
MB: 200k
CB:
WEAPONS
W1: a diamond-inset elven long bow
The long bow is obviously worked in the style of a master elven bowyer. Tiny strips of leather bind the handle, which is carefully wrapped to provide a secure grip. Two griffin wing feathers are tied to one nock and several small sharp claws are hung from the other. Diamonds, faceted and polished to perfection, are inlaid along the length of the long bow. You also notice a small enchanter's glyph.
It has a bonus of +25 from a normal bow.
You gesture at a diamond-inset elven long bow.
The underlying patterns of essence within the elven long bow indicate that it has been enchanted, and you notice your own enchanter's mark on it. You recognize the vibrant blue aura surrounding it as indicating a strong level of enchantment.
Cast Roundtime 3 Seconds.
MB: 2m
CB:
BO: 3m
W2. a dark blue zorchar jitte with a white leather-wrapped handle, +20, 2 pounds.
The harmonics generated tell you that the jitte has been infused with the power of a lightning bolt.
After a careful inspection you determine that a dark blue zorchar jitte with a white leather-wrapped handle requires skill in brawling to use effectively. It appears to be a modified sai.
It looks like this item has been mainly crafted out of zorchar.
MB: 75k
CB: 75k Wudd ONCE
W3. a thick-bladed white ora gladius set with a polished black pearl in its pommel, +10, sanctified, 4 pounds.
MB: 50k
CB:
W4. an old ora broadsword, +10
It provides a bonus of 5 to Mana Recovery.
This enhancement may not be used by adventurers who have not trained 30 times.
It provides a bonus of 3 to Spell Aiming Ranks.
This enhancement may not be used by adventurers who have not trained 12 times.
It provides a bonus of 4 to Elemental Mana Control Ranks.
This enhancement may not be used by adventurers who have not trained 20 times.
The broadsword looks to have a lot of charges remaining.
You sense that the ora broadsword will persist after its last enhancive charge has been expended.
MB: 500k
CB:
W5. a corroded zorchar backsword, +5, weighs 3 pounds
The harmonics generated tell you that the backsword has been infused with the power of a lightning bolt.
The backsword resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 2 to Constitution.
This enhancement may not be used by adventurers who have not trained 2 times.
It provides a bonus of 7 to Influence.
This enhancement may not be used by adventurers who have not trained 11 times.
The backsword looks to have a lot of charges remaining.
You sense that the zorchar backsword will persist after its last enhancive charge has been expended.
ENHANCIVES
E1. a glyph-etched gold headband
The magical strength of this item is strong. It could probably handle the imbedding of an entirely new spell, if handled with care.
It provides a bonus of 3 to Survival Bonus.
This enhancement may not be used by adventurers who have not trained 4 times.
The headband looks to have more than your average giantman could count charges remaining.
Persist / Persist.
MB: 35k
CB:
E2. a starstone studded gold pendant
The magical strength of this item is strong. It could probably handle the imbedding of an entirely new spell, if handled with care.
It provides a bonus of 6 to Swimming Ranks.
This enhancement may not be used by adventurers who have not trained 21 times.
It provides a bonus of 2 to Stamina Recovery.
This enhancement may not be used by adventurers who have not trained 3 times.
The pendant looks to have a lot of charges remaining.
Crumble / Persist
MB: 35k
CB:
E3. a gleaming aquamarine ring
The aquamarine ring contains the spell Benediction, from the Cleric circle.
It provides a bonus of 4 to Swimming Ranks.
This enhancement may not be used by adventurers who have not trained 10 times.
The ring looks to have a lot of charges remaining.
Persist / Persist
MB: 35k
CB:
E4. a filigreed silver alloy tiara
The magical strength of this item is strong. It could probably handle the imbedding of an entirely new spell, if handled with care.
It provides a bonus of 10 to Max Health.
This enhancement may not be used by adventurers who have not trained 37 times.
The tiara looks to have a lot of charges remaining.
Crumble / Persist
MB: 35k
CB:
E5. a fine imflass earcuff
The magical strength of this item is strong. It could probably handle the imbedding of an entirely new spell, if handled with care.
It provides a bonus of 4 to Climbing Bonus.
This enhancement may not be used by adventurers who have not trained 4 times.
It provides a bonus of 1 to Sorcerous Lore - Necromancy Bonus.
This enhancement may not be used by adventurers who have not trained 2 times.
The earcuff looks to have more than your average giantman could count charges remaining.
Crumble / Persist
MB: 35k
CB:
E6. an elegant platinum torc
The magical strength of this item is strong. It could probably handle the imbedding of an entirely new spell, if handled with care.
It provides a bonus of 2 to First Aid Bonus.
This enhancement may not be used by adventurers who have not trained 2 times.
It provides a bonus of 3 to Discipline.
This enhancement may not be used by adventurers who have not trained 6 times.
The torc looks to have more than your average giantman could count charges remaining.
Persist / Persist