Nektarius
05-05-2015, 05:00 PM
This is my first auction in maybe 15 years. I promise mistakes, disappointment and shattered dreams. Also lots of other tomfoolery and skullduggery.
The auction starts now, each item has a number, bid on the number. I will update with current prices each day between 2 and 4PM PDT and the auction ends on Sunday (I think)
If you have a question, please ask.
There are 34 items ordered with no rhyme or reason. Sorry.
All items that are bought outright can be picked up immediately in The Landing. Anything not sold will go for a minimum of 35K in our shop - details to follow.
-Nektarius
1 - a cushion-cut blue diamond band
It provides a bonus of 5 to Max Mana.
This enhancement may not be used by adventurers who have not trained 15 times.
It provides a bonus of 5 to Mana Recovery.
This enhancement may not be used by adventurers who have not trained 50 times.
It provides a bonus of 1 to Sorcerous Lore - Demonology Ranks.
This enhancement may not be used by adventurers who have not trained 6 times.
It provides a bonus of 2 to Picking Locks Ranks.
This enhancement may not be used by adventurers who have not trained 7 times.
The band looks to have a lot of charges remaining.
You sense that the blue diamond band will crumble into dust after its last enhancive charge has been expended.
MB 100K, BO 250K
2 - a round-cut pink topaz circlet
From the rapid vibrations of the pink topaz circlet, you determine it has no spell within it now, but could be imbedded with one, in the proper hands. You estimate that it can contain an average amount of mana.
The magical strength of this item is strong. It could probably handle the imbedding of an entirely new spell, if handled with care.
The circlet resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 1 to Elemental Mana Control Ranks.
This enhancement may not be used by adventurers who have not trained 4 times.
The circlet looks to have almost innumerable charges remaining.
You sense that the pink topaz circlet will crumble into dust after its last enhancive charge has been expended.
You sense that the pink topaz circlet will disintegrate after its last magical charge has been expended.
MB: 35K, BO 45K
3 - a beryl-inset mithril circlet
From the rapid vibrations of the mithril circlet, you determine it has no spell within it now, but could be imbedded with one, in the proper hands. You estimate that it can contain an average amount of mana.
The magical strength of this item is strong. It could probably handle the imbedding of an entirely new spell, if handled with care.
The circlet resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 3 to Dexterity Bonus.
This enhancement may not be used by adventurers who have not trained 22 times.
The circlet looks to have more than your average giantman could count charges remaining.
You sense that the mithril circlet will crumble into dust after its last enhancive charge has been expended.
You sense that the mithril circlet will persist after its last magical charge has been expended.
MB: 100k, BO 250K
4 - a filigreed platinum pendant
From the rapid vibrations of the pewter ring, you determine it has no spell within it now, but could be imbedded with one, in the proper hands. You estimate that it can contain an average amount of mana.
The magical strength of this item is strong. It could probably handle the imbedding of an entirely new spell, if handled with care.
The ring resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 3 to Mana Recovery.
This enhancement may not be used by adventurers who have not trained 20 times.
The ring looks to have quite a few charges remaining.
You sense that the pewter ring will persist after its last enhancive charge has been expended.
You sense that the pewter ring will persist after its last magical charge has been expended.
MB, 50K, BO 150K
5 - a malachite-set pewter ring
- 250k
From the rapid vibrations of the pewter ring, you determine it has no spell within it now, but could be imbedded with one, in the proper hands. You estimate that it can contain an average amount of mana.
The magical strength of this item is strong. It could probably handle the imbedding of an entirely new spell, if handled with care.
The ring resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 3 to Mana Recovery.
This enhancement may not be used by adventurers who have not trained 20 times.
The ring looks to have quite a few charges remaining.
You sense that the pewter ring will persist after its last enhancive charge has been expended.
You sense that the pewter ring will persist after its last magical charge has been expended.
MB, 50K, BO, 150K
6 - some grey steel vambraces set with dark storm agate
- 850k
- 5 lbs
The magical harmonics reveal that arms are better protected when wearing the grey steel vambraces.
The vambraces resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 4 to Strength Bonus.
This enhancement cannot be used by adventurers without at least a strong amount of skill in Brawling.
It provides a bonus of 6 to Brawling Bonus.
This enhancement cannot be used by adventurers without at least a strong amount of skill in Brawling.
The vambraces looks to have a huge number of charges remaining.
You sense that the grey steel vambraces will persist after its last enhancive charge has been expended.
MB: 750K, BO, NONE
7 - a faceted star sapphire armband
From the rapid vibrations of the star sapphire armband, you determine it has no spell within it now, but could be imbedded with one, in the proper hands. You estimate that it can contain an average amount of mana.
The magical strength of this item is strong. It could probably handle the imbedding of an entirely new spell, if handled with care.
The armband resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 3 to Two-Handed Weapons Ranks.
This enhancement may not be used by adventurers who have not trained 20 times.
It provides a bonus of 3 to Magic Item Use Ranks.
This enhancement may not be used by adventurers who have not trained 28 times.
It provides a bonus of 2 to Perception Ranks.
This enhancement may not be used by adventurers who have not trained 7 times.
The armband looks to have a lot of charges remaining.
You sense that the star sapphire armband will crumble into dust after its last enhancive charge has been expended.
You sense that the star sapphire armband will disintegrate after its last magical charge has been expended.
MB, 100K, BO 300K
8, an elegant yew composite bow
- +2 (at least)
- The harmonics generated tell you that the bow assists its bearer with aiming attacks at range.
MB, 250K, BO NONE
9 - a gnarled rowan runestaff
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 6 to Spell Aiming Bonus.
This enhancement may not be used by adventurers who have not trained 13 times.
It provides a bonus of 9 to Max Mana.
This enhancement may not be used by adventurers who have not trained 27 times.
The runestaff looks to have more than your average giantman could count charges remaining.
You sense that the rowan runestaff will persist after its last enhancive charge has been expended.
MB, 150K, BO, 500K
10 - a gleaming villswood runestaff
- +18
The harmonics generated tell you that the runestaff has been infused with the power of an ice elemental.
The runestaff resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 9 to Spirit Mana Control Bonus.
This enhancement may not be used by adventurers who have not trained 27 times.
The runestaff looks to have a huge number of charges remaining.
You sense that the villswood runestaff will persist after its last enhancive charge has been expended.
MB, 150K, BO 500K
11 - a kelyn-tipped feras sai
The sai 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.
The sai looks to have a huge number of charges remaining.
You sense that the feras sai will persist after its last enhancive charge has been expended.
MB, 50K, BO, 200K
12 - a flimsy imflass short sword
- +12
- 3 lbs
- sanctified
MB, 35K, BO 100K
13 - a smooth mossbark runestaff
- +15
The runestaff resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 13 to Max Mana.
This enhancement may not be used by adventurers who have not trained 55 times.
The runestaff looks to have a lot of charges remaining.
You sense that the mossbark runestaff will persist after its last enhancive charge has been expended.
MB, 75K, BO 250K
14 - a glittering gold band
You sense a faint aura of magic around the gold band. You also feel a faint drawing sensation from it, as though it may be able to hold more power. From the pitch of the vibration you determine that the purpose of the band is to cast a spell or perform some magical purpose. Also, it seems to have some sort of enhancive properties.
The magical strength of this item is strong. It could probably handle the imbedding of an entirely new spell, if handled with care.
The band resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 2 to Elemental Mana Control Ranks.
This enhancement may not be used by adventurers who have not trained 10 times.
It provides a bonus of 1 to Constitution Bonus.
This enhancement may not be used by adventurers who have not trained 4 times.
The band looks to have more than your average giantman could count charges remaining.
You sense that the gold band will persist after its last enhancive charge has been expended.
You sense that the gold band will persist after its last magical charge has been expended.
MB, 75K, BO, 250K
15 - a glyph-etched imflass barrette
- This is a tappable item, which casts spells from the sorcerer's sphere. It has 8 charges.
- The imflass barrette contains the spell Quake, from the Sorcerer circle.
You sense that the imflass barrette will persist after its last magical charge has been expended.
an engraved platinum medallion
From the rapid vibrations of the platinum medallion, you determine it has no spell within it now, but could be imbedded with one, in the proper hands. You estimate that it can contain an average amount of mana.
The magical strength of this item is strong. It could probably handle the imbedding of an entirely new spell, if handled with care.
The medallion resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 1 to Discipline Bonus.
This enhancement may not be used by adventurers who have not trained 4 times.
The medallion looks to have a huge number of charges remaining.
You sense that the platinum medallion will persist after its last enhancive charge has been expended.
You sense that the platinum medallion will persist after its last magical charge has been expended.
MB, 150K, BO, 400K
16 - an ivory-inlaid copper neckchain
This is a tappable item, which casts spells from the Spirit sphere. It has 9 charges.
Water Walking
The neckchain resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 7 to First Aid Bonus.
This enhancement may not be used by adventurers who have not trained 19 times.
The neckchain looks to have a huge number of charges remaining.
You sense that the copper neckchain will crumble into dust after its last enhancive charge has been expended.
You sense that the copper neckchain will persist after its last magical charge has been expended.
MB, 35K, BO 200K
17 - a cushion-cut peridot neckchain
You sense a faint aura of magic around the peridot neckchain. From the pitch of the vibration you determine that the purpose of the neckchain is to cast a spell or perform some magical purpose. Also, it seems to have some sort of enhancive properties.
The magical strength of this item is strong. It could probably handle the imbedding of an entirely new spell, if handled with care.
The neckchain resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 3 to Disarming Traps Bonus.
This enhancement may not be used by adventurers who have not trained 4 times.
The neckchain looks to have a huge number of charges remaining.
You sense that the peridot neckchain will persist after its last enhancive charge has been expended.
You sense that the peridot neckchain will persist after its last magical charge has been expended.
MB, 50K, BO 250K
18 - an aquamarine studded gold pin
- 11k
The studded gold pin contains the spell Elemental Defense I, from the Minor Elemental circle.
It has a few charges.
You sense that the studded gold pin will persist after its last magical charge has been expended.
MB, 35K
19 - an encrusted silver gnome medal
The medal is pitted and encrusted with a layer of black and greenish grime that seems to be made up of equal parts of oil, coal, rust, and compost. Adorning the face is the figure of a grinning gnome, his gnarled features set in an expression of comic amusement as he doubles over with a fit of laughter. Some writing has been engraved around the border, nearly obfuscated by the crud and corrosion. It reads: "DHU GILLYWACK 5104 - SIDE-SPLITTING JOKE CONTEST - SECOND PLACE".
MB, 5000, BO, None - Giles pays 50K, flat
20 - a cedar-hafted mithril war hammer
- +5
The harmonics generated tell you that the hammer has been infused with the power of a fire elemental.
The hammer resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 8 to Mental Lore - Manipulation Bonus.
This enhancement may not be used by adventurers who have not trained 36 times.
It provides a bonus of 3 to Blunt Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 4 times.
The hammer looks to have a lot of charges remaining.
You sense that the mithril war hammer will persist after its last enhancive charge has been expended.
MB, 100K, BO NONE
21 - a stout hoarbeam runestaff
- +12
The harmonics generated tell you that the runestaff has been infused with the power of an earth elemental.
The runestaff resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 13 to Influence.
This enhancement may not be used by adventurers who have not trained 37 times.
It provides a bonus of 5 to Harness Power Bonus.
This enhancement may not be used by adventurers who have not trained 9 times.
The runestaff looks to have a lot of charges remaining.
You sense that the hoarbeam runestaff will persist after its last enhancive charge has been expended.
MB, 100K, BO 500K
22 - a scorched mossbark runestaff
- +15
The runestaff resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 5 to Sorcerous Lore - Necromancy Ranks.
This enhancement may not be used by adventurers who have not trained 51 times.
The runestaff looks to have more than your average giantman could count charges remaining.
You sense that the mossbark runestaff will persist after its last enhancive charge has been expended.
MB, 500K, BO, NONE
23 - a gnarled mossbark runestaff
- +15
The runestaff resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 3 to Harness Power Ranks.
This enhancement may not be used by adventurers who have not trained 12 times.
It provides a bonus of 2 to Sorcerous Lore - Necromancy Ranks.
This enhancement may not be used by adventurers who have not trained 10 times.
It provides a bonus of 4 to Mana Recovery.
This enhancement may not be used by adventurers who have not trained 20 times.
The runestaff looks to have more than your average giantman could count charges remaining.
You sense that the mossbark runestaff will persist after its last enhancive charge has been expended.
MB, 500K, BO, 1MM
24 - a burled carmiln runestaff
- +6
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 8 to Spell Aiming Bonus.
This enhancement may not be used by adventurers who have not trained 22 times.
It provides a bonus of 7 to Elemental Lore - Fire Bonus.
This enhancement may not be used by adventurers who have not trained 28 times.
The runestaff looks to have a lot of charges remaining.
You sense that the carmiln runestaff will persist after its last enhancive charge has been expended.
MB, 500K, BO, NONE
25 - a sky blue vultite short sword
- +20
The sword resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 9 to Elemental Lore - Earth Bonus.
This enhancement may not be used by adventurers who have not trained 45 times.
The sword looks to have more than your average giantman could count charges remaining.
You sense that the vultite short sword will persist after its last enhancive charge has been expended.
MB, 150K, BO 500K
26 - a blackened mithril greatshield
- +5
The magical harmonics reveal that this is an item which serves as a shield when held in the left hand.
The greatshield resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 9 to Max Mana.
This enhancement may not be used by adventurers who have not trained 27 times.
It provides a bonus of 7 to Armor Use Bonus.
This enhancement may not be used by adventurers who have not trained 28 times.
The greatshield looks to have a lot of charges remaining.
You sense that the mithril greatshield will persist after its last enhancive charge has been expended.
MB, 150K, BO, 500K
27 - a glaes aegis
- +15
The magical harmonics reveal that this is an item which serves as a shield when held in the left hand.
The aegis resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 6 to Stamina Recovery.
This enhancement may not be used by adventurers who have not trained 13 times.
It provides a bonus of 8 to Constitution.
This enhancement may not be used by adventurers who have not trained 22 times.
It provides a bonus of 2 to Stalking and Hiding Ranks.
This enhancement may not be used by adventurers who have not trained 4 times.
The aegis looks to have more than your average giantman could count charges remaining.
You sense that the glaes aegis will persist after its last enhancive charge has been expended.
MB, 50K, BO 200K
28 - a step-cut fire opal band
This is a magical item, which casts spells from the Elemental sphere. It has 6 charges.
The fire opal band contains the spell Haste, from the Major Elemental circle.
The band resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 3 to Picking Locks Ranks.
This enhancement may not be used by adventurers who have not trained 14 times.
It provides a bonus of 4 to Pickpocketing Ranks.
This enhancement may not be used by adventurers who have not trained 24 times.
The band looks to have a fair amount of charges remaining.
You sense that the fire opal band will crumble into dust after its last enhancive charge has been expended.
You sense that the fire opal band will disintegrate after its last magical charge has been expended.
MB, 300K, BO 750K
29 - an enruned gold barrette
From the rapid vibrations of the gold barrette, you determine it has no spell within it now, but could be imbedded with one, in the proper hands. You estimate that it can contain an average amount of mana.
The magical strength of this item is strong. It could probably handle the imbedding of an entirely new spell, if handled with care.
The barrette resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 3 to Spiritual Lore - Summoning Ranks.
This enhancement may not be used by adventurers who have not trained 34 times.
It provides a bonus of 6 to First Aid Ranks.
This enhancement may not be used by adventurers who have not trained 49 times.
The barrette looks to have a lot of charges remaining.
You sense that the gold barrette will crumble into dust after its last enhancive charge has been expended.
You sense that the gold barrette will persist after its last magical charge has been expended.
MB, 50K, BO 150K
30 - an agate-inset silver alloy bracelet
- This is a magical item, which casts spells from the sorcerer's sphere. It has 3 charges.
- The silver alloy bracelet contains the spell Cloak of Shadows, from the Sorcerer circle.
a snake-etched platinum neckchain
- This is a tappable item, which casts spells from the Spirit sphere. It has 7 charges.
- can't see spell
- You sense that the platinum neckchain will persist after its last magical charge has been expended.
MB, 35K, BO 100K
31 - an engraved imflass ring
The ring resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 1 to Dexterity Bonus.
This enhancement may not be used by adventurers who have not trained 4 times.
It provides a bonus of 1 to Agility Bonus.
This enhancement may not be used by adventurers who have not trained 4 times.
The ring looks to have almost innumerable charges remaining.
You sense that the imflass ring will persist after its last enhancive charge has been expended.
32 - a large mithril backsword
- +10
The backsword resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 9 to Stalking and Hiding Ranks.
This enhancement may not be used by adventurers who have not trained 63 times.
It provides a bonus of 7 to Max Mana.
This enhancement may not be used by adventurers who have not trained 17 times.
The backsword looks to have a lot of charges remaining.
You sense that the mithril backsword will persist after its last enhancive charge has been expended.
MB, 500K, BO NONE
33 - a serrated vultite katar
- +20
The harmonics generated tell you that the katar has been infused with the power of a fire elemental.
The katar resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 2 to Spiritual Lore - Blessings Ranks.
This enhancement may not be used by adventurers who have not trained 10 times.
The katar looks to have a huge number of charges remaining.
You sense that the vultite katar will persist after its last enhancive charge has been expended.
MB, 100K, BO 250K
34 - a quad-flanged razern mace
- +10
The harmonics generated tell you that the mace inflicts more fearsome wounds when it strikes.
The mace resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 2 to Mental Lore - Manipulation Ranks.
This enhancement may not be used by adventurers who have not trained 10 times.
It provides a bonus of 4 to Mental Lore - Telepathy Ranks.
This enhancement may not be used by adventurers who have not trained 34 times.
It provides a bonus of 2 to Elemental Lore - Air Ranks.
This enhancement may not be used by adventurers who have not trained 10 times.
The mace looks to have a lot of charges remaining.
You sense that the razern mace will persist after its last enhancive charge has been expended.
MB, 50K, BO 150K
a thick imflass greathelm
35 - The greathelm resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 6 to Spell Aiming Bonus.
This enhancement may not be used by adventurers who have not trained 13 times.
The greathelm looks to have a huge number of charges remaining.
You sense that the imflass greathelm will persist after its last enhancive charge has been expended.
MB, 250K, BO, NONE
36 - some polished double leather
- +10
The leather resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 8 to Physical Fitness Ranks.
This enhancement may not be used by adventurers who have not trained 51 times.
It provides a bonus of 2 to Elemental Lore - Fire Ranks.
This enhancement may not be used by adventurers who have not trained 10 times.
It provides a bonus of 4 to Logic.
This enhancement may not be used by adventurers who have not trained 4 times.
The leather looks to have a lot of charges remaining.
You sense that the double leather will persist after its last enhancive charge has been expended.
MB, 200K, BO NONE
If you made it this far and are thinking "this guy has no idea about pricing" you'd be absolutely right.
-N
The auction starts now, each item has a number, bid on the number. I will update with current prices each day between 2 and 4PM PDT and the auction ends on Sunday (I think)
If you have a question, please ask.
There are 34 items ordered with no rhyme or reason. Sorry.
All items that are bought outright can be picked up immediately in The Landing. Anything not sold will go for a minimum of 35K in our shop - details to follow.
-Nektarius
1 - a cushion-cut blue diamond band
It provides a bonus of 5 to Max Mana.
This enhancement may not be used by adventurers who have not trained 15 times.
It provides a bonus of 5 to Mana Recovery.
This enhancement may not be used by adventurers who have not trained 50 times.
It provides a bonus of 1 to Sorcerous Lore - Demonology Ranks.
This enhancement may not be used by adventurers who have not trained 6 times.
It provides a bonus of 2 to Picking Locks Ranks.
This enhancement may not be used by adventurers who have not trained 7 times.
The band looks to have a lot of charges remaining.
You sense that the blue diamond band will crumble into dust after its last enhancive charge has been expended.
MB 100K, BO 250K
2 - a round-cut pink topaz circlet
From the rapid vibrations of the pink topaz circlet, you determine it has no spell within it now, but could be imbedded with one, in the proper hands. You estimate that it can contain an average amount of mana.
The magical strength of this item is strong. It could probably handle the imbedding of an entirely new spell, if handled with care.
The circlet resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 1 to Elemental Mana Control Ranks.
This enhancement may not be used by adventurers who have not trained 4 times.
The circlet looks to have almost innumerable charges remaining.
You sense that the pink topaz circlet will crumble into dust after its last enhancive charge has been expended.
You sense that the pink topaz circlet will disintegrate after its last magical charge has been expended.
MB: 35K, BO 45K
3 - a beryl-inset mithril circlet
From the rapid vibrations of the mithril circlet, you determine it has no spell within it now, but could be imbedded with one, in the proper hands. You estimate that it can contain an average amount of mana.
The magical strength of this item is strong. It could probably handle the imbedding of an entirely new spell, if handled with care.
The circlet resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 3 to Dexterity Bonus.
This enhancement may not be used by adventurers who have not trained 22 times.
The circlet looks to have more than your average giantman could count charges remaining.
You sense that the mithril circlet will crumble into dust after its last enhancive charge has been expended.
You sense that the mithril circlet will persist after its last magical charge has been expended.
MB: 100k, BO 250K
4 - a filigreed platinum pendant
From the rapid vibrations of the pewter ring, you determine it has no spell within it now, but could be imbedded with one, in the proper hands. You estimate that it can contain an average amount of mana.
The magical strength of this item is strong. It could probably handle the imbedding of an entirely new spell, if handled with care.
The ring resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 3 to Mana Recovery.
This enhancement may not be used by adventurers who have not trained 20 times.
The ring looks to have quite a few charges remaining.
You sense that the pewter ring will persist after its last enhancive charge has been expended.
You sense that the pewter ring will persist after its last magical charge has been expended.
MB, 50K, BO 150K
5 - a malachite-set pewter ring
- 250k
From the rapid vibrations of the pewter ring, you determine it has no spell within it now, but could be imbedded with one, in the proper hands. You estimate that it can contain an average amount of mana.
The magical strength of this item is strong. It could probably handle the imbedding of an entirely new spell, if handled with care.
The ring resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 3 to Mana Recovery.
This enhancement may not be used by adventurers who have not trained 20 times.
The ring looks to have quite a few charges remaining.
You sense that the pewter ring will persist after its last enhancive charge has been expended.
You sense that the pewter ring will persist after its last magical charge has been expended.
MB, 50K, BO, 150K
6 - some grey steel vambraces set with dark storm agate
- 850k
- 5 lbs
The magical harmonics reveal that arms are better protected when wearing the grey steel vambraces.
The vambraces resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 4 to Strength Bonus.
This enhancement cannot be used by adventurers without at least a strong amount of skill in Brawling.
It provides a bonus of 6 to Brawling Bonus.
This enhancement cannot be used by adventurers without at least a strong amount of skill in Brawling.
The vambraces looks to have a huge number of charges remaining.
You sense that the grey steel vambraces will persist after its last enhancive charge has been expended.
MB: 750K, BO, NONE
7 - a faceted star sapphire armband
From the rapid vibrations of the star sapphire armband, you determine it has no spell within it now, but could be imbedded with one, in the proper hands. You estimate that it can contain an average amount of mana.
The magical strength of this item is strong. It could probably handle the imbedding of an entirely new spell, if handled with care.
The armband resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 3 to Two-Handed Weapons Ranks.
This enhancement may not be used by adventurers who have not trained 20 times.
It provides a bonus of 3 to Magic Item Use Ranks.
This enhancement may not be used by adventurers who have not trained 28 times.
It provides a bonus of 2 to Perception Ranks.
This enhancement may not be used by adventurers who have not trained 7 times.
The armband looks to have a lot of charges remaining.
You sense that the star sapphire armband will crumble into dust after its last enhancive charge has been expended.
You sense that the star sapphire armband will disintegrate after its last magical charge has been expended.
MB, 100K, BO 300K
8, an elegant yew composite bow
- +2 (at least)
- The harmonics generated tell you that the bow assists its bearer with aiming attacks at range.
MB, 250K, BO NONE
9 - a gnarled rowan runestaff
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 6 to Spell Aiming Bonus.
This enhancement may not be used by adventurers who have not trained 13 times.
It provides a bonus of 9 to Max Mana.
This enhancement may not be used by adventurers who have not trained 27 times.
The runestaff looks to have more than your average giantman could count charges remaining.
You sense that the rowan runestaff will persist after its last enhancive charge has been expended.
MB, 150K, BO, 500K
10 - a gleaming villswood runestaff
- +18
The harmonics generated tell you that the runestaff has been infused with the power of an ice elemental.
The runestaff resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 9 to Spirit Mana Control Bonus.
This enhancement may not be used by adventurers who have not trained 27 times.
The runestaff looks to have a huge number of charges remaining.
You sense that the villswood runestaff will persist after its last enhancive charge has been expended.
MB, 150K, BO 500K
11 - a kelyn-tipped feras sai
The sai 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.
The sai looks to have a huge number of charges remaining.
You sense that the feras sai will persist after its last enhancive charge has been expended.
MB, 50K, BO, 200K
12 - a flimsy imflass short sword
- +12
- 3 lbs
- sanctified
MB, 35K, BO 100K
13 - a smooth mossbark runestaff
- +15
The runestaff resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 13 to Max Mana.
This enhancement may not be used by adventurers who have not trained 55 times.
The runestaff looks to have a lot of charges remaining.
You sense that the mossbark runestaff will persist after its last enhancive charge has been expended.
MB, 75K, BO 250K
14 - a glittering gold band
You sense a faint aura of magic around the gold band. You also feel a faint drawing sensation from it, as though it may be able to hold more power. From the pitch of the vibration you determine that the purpose of the band is to cast a spell or perform some magical purpose. Also, it seems to have some sort of enhancive properties.
The magical strength of this item is strong. It could probably handle the imbedding of an entirely new spell, if handled with care.
The band resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 2 to Elemental Mana Control Ranks.
This enhancement may not be used by adventurers who have not trained 10 times.
It provides a bonus of 1 to Constitution Bonus.
This enhancement may not be used by adventurers who have not trained 4 times.
The band looks to have more than your average giantman could count charges remaining.
You sense that the gold band will persist after its last enhancive charge has been expended.
You sense that the gold band will persist after its last magical charge has been expended.
MB, 75K, BO, 250K
15 - a glyph-etched imflass barrette
- This is a tappable item, which casts spells from the sorcerer's sphere. It has 8 charges.
- The imflass barrette contains the spell Quake, from the Sorcerer circle.
You sense that the imflass barrette will persist after its last magical charge has been expended.
an engraved platinum medallion
From the rapid vibrations of the platinum medallion, you determine it has no spell within it now, but could be imbedded with one, in the proper hands. You estimate that it can contain an average amount of mana.
The magical strength of this item is strong. It could probably handle the imbedding of an entirely new spell, if handled with care.
The medallion resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 1 to Discipline Bonus.
This enhancement may not be used by adventurers who have not trained 4 times.
The medallion looks to have a huge number of charges remaining.
You sense that the platinum medallion will persist after its last enhancive charge has been expended.
You sense that the platinum medallion will persist after its last magical charge has been expended.
MB, 150K, BO, 400K
16 - an ivory-inlaid copper neckchain
This is a tappable item, which casts spells from the Spirit sphere. It has 9 charges.
Water Walking
The neckchain resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 7 to First Aid Bonus.
This enhancement may not be used by adventurers who have not trained 19 times.
The neckchain looks to have a huge number of charges remaining.
You sense that the copper neckchain will crumble into dust after its last enhancive charge has been expended.
You sense that the copper neckchain will persist after its last magical charge has been expended.
MB, 35K, BO 200K
17 - a cushion-cut peridot neckchain
You sense a faint aura of magic around the peridot neckchain. From the pitch of the vibration you determine that the purpose of the neckchain is to cast a spell or perform some magical purpose. Also, it seems to have some sort of enhancive properties.
The magical strength of this item is strong. It could probably handle the imbedding of an entirely new spell, if handled with care.
The neckchain resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 3 to Disarming Traps Bonus.
This enhancement may not be used by adventurers who have not trained 4 times.
The neckchain looks to have a huge number of charges remaining.
You sense that the peridot neckchain will persist after its last enhancive charge has been expended.
You sense that the peridot neckchain will persist after its last magical charge has been expended.
MB, 50K, BO 250K
18 - an aquamarine studded gold pin
- 11k
The studded gold pin contains the spell Elemental Defense I, from the Minor Elemental circle.
It has a few charges.
You sense that the studded gold pin will persist after its last magical charge has been expended.
MB, 35K
19 - an encrusted silver gnome medal
The medal is pitted and encrusted with a layer of black and greenish grime that seems to be made up of equal parts of oil, coal, rust, and compost. Adorning the face is the figure of a grinning gnome, his gnarled features set in an expression of comic amusement as he doubles over with a fit of laughter. Some writing has been engraved around the border, nearly obfuscated by the crud and corrosion. It reads: "DHU GILLYWACK 5104 - SIDE-SPLITTING JOKE CONTEST - SECOND PLACE".
MB, 5000, BO, None - Giles pays 50K, flat
20 - a cedar-hafted mithril war hammer
- +5
The harmonics generated tell you that the hammer has been infused with the power of a fire elemental.
The hammer resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 8 to Mental Lore - Manipulation Bonus.
This enhancement may not be used by adventurers who have not trained 36 times.
It provides a bonus of 3 to Blunt Weapons Bonus.
This enhancement may not be used by adventurers who have not trained 4 times.
The hammer looks to have a lot of charges remaining.
You sense that the mithril war hammer will persist after its last enhancive charge has been expended.
MB, 100K, BO NONE
21 - a stout hoarbeam runestaff
- +12
The harmonics generated tell you that the runestaff has been infused with the power of an earth elemental.
The runestaff resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 13 to Influence.
This enhancement may not be used by adventurers who have not trained 37 times.
It provides a bonus of 5 to Harness Power Bonus.
This enhancement may not be used by adventurers who have not trained 9 times.
The runestaff looks to have a lot of charges remaining.
You sense that the hoarbeam runestaff will persist after its last enhancive charge has been expended.
MB, 100K, BO 500K
22 - a scorched mossbark runestaff
- +15
The runestaff resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 5 to Sorcerous Lore - Necromancy Ranks.
This enhancement may not be used by adventurers who have not trained 51 times.
The runestaff looks to have more than your average giantman could count charges remaining.
You sense that the mossbark runestaff will persist after its last enhancive charge has been expended.
MB, 500K, BO, NONE
23 - a gnarled mossbark runestaff
- +15
The runestaff resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 3 to Harness Power Ranks.
This enhancement may not be used by adventurers who have not trained 12 times.
It provides a bonus of 2 to Sorcerous Lore - Necromancy Ranks.
This enhancement may not be used by adventurers who have not trained 10 times.
It provides a bonus of 4 to Mana Recovery.
This enhancement may not be used by adventurers who have not trained 20 times.
The runestaff looks to have more than your average giantman could count charges remaining.
You sense that the mossbark runestaff will persist after its last enhancive charge has been expended.
MB, 500K, BO, 1MM
24 - a burled carmiln runestaff
- +6
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 8 to Spell Aiming Bonus.
This enhancement may not be used by adventurers who have not trained 22 times.
It provides a bonus of 7 to Elemental Lore - Fire Bonus.
This enhancement may not be used by adventurers who have not trained 28 times.
The runestaff looks to have a lot of charges remaining.
You sense that the carmiln runestaff will persist after its last enhancive charge has been expended.
MB, 500K, BO, NONE
25 - a sky blue vultite short sword
- +20
The sword resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 9 to Elemental Lore - Earth Bonus.
This enhancement may not be used by adventurers who have not trained 45 times.
The sword looks to have more than your average giantman could count charges remaining.
You sense that the vultite short sword will persist after its last enhancive charge has been expended.
MB, 150K, BO 500K
26 - a blackened mithril greatshield
- +5
The magical harmonics reveal that this is an item which serves as a shield when held in the left hand.
The greatshield resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 9 to Max Mana.
This enhancement may not be used by adventurers who have not trained 27 times.
It provides a bonus of 7 to Armor Use Bonus.
This enhancement may not be used by adventurers who have not trained 28 times.
The greatshield looks to have a lot of charges remaining.
You sense that the mithril greatshield will persist after its last enhancive charge has been expended.
MB, 150K, BO, 500K
27 - a glaes aegis
- +15
The magical harmonics reveal that this is an item which serves as a shield when held in the left hand.
The aegis resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 6 to Stamina Recovery.
This enhancement may not be used by adventurers who have not trained 13 times.
It provides a bonus of 8 to Constitution.
This enhancement may not be used by adventurers who have not trained 22 times.
It provides a bonus of 2 to Stalking and Hiding Ranks.
This enhancement may not be used by adventurers who have not trained 4 times.
The aegis looks to have more than your average giantman could count charges remaining.
You sense that the glaes aegis will persist after its last enhancive charge has been expended.
MB, 50K, BO 200K
28 - a step-cut fire opal band
This is a magical item, which casts spells from the Elemental sphere. It has 6 charges.
The fire opal band contains the spell Haste, from the Major Elemental circle.
The band resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 3 to Picking Locks Ranks.
This enhancement may not be used by adventurers who have not trained 14 times.
It provides a bonus of 4 to Pickpocketing Ranks.
This enhancement may not be used by adventurers who have not trained 24 times.
The band looks to have a fair amount of charges remaining.
You sense that the fire opal band will crumble into dust after its last enhancive charge has been expended.
You sense that the fire opal band will disintegrate after its last magical charge has been expended.
MB, 300K, BO 750K
29 - an enruned gold barrette
From the rapid vibrations of the gold barrette, you determine it has no spell within it now, but could be imbedded with one, in the proper hands. You estimate that it can contain an average amount of mana.
The magical strength of this item is strong. It could probably handle the imbedding of an entirely new spell, if handled with care.
The barrette resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 3 to Spiritual Lore - Summoning Ranks.
This enhancement may not be used by adventurers who have not trained 34 times.
It provides a bonus of 6 to First Aid Ranks.
This enhancement may not be used by adventurers who have not trained 49 times.
The barrette looks to have a lot of charges remaining.
You sense that the gold barrette will crumble into dust after its last enhancive charge has been expended.
You sense that the gold barrette will persist after its last magical charge has been expended.
MB, 50K, BO 150K
30 - an agate-inset silver alloy bracelet
- This is a magical item, which casts spells from the sorcerer's sphere. It has 3 charges.
- The silver alloy bracelet contains the spell Cloak of Shadows, from the Sorcerer circle.
a snake-etched platinum neckchain
- This is a tappable item, which casts spells from the Spirit sphere. It has 7 charges.
- can't see spell
- You sense that the platinum neckchain will persist after its last magical charge has been expended.
MB, 35K, BO 100K
31 - an engraved imflass ring
The ring resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 1 to Dexterity Bonus.
This enhancement may not be used by adventurers who have not trained 4 times.
It provides a bonus of 1 to Agility Bonus.
This enhancement may not be used by adventurers who have not trained 4 times.
The ring looks to have almost innumerable charges remaining.
You sense that the imflass ring will persist after its last enhancive charge has been expended.
32 - a large mithril backsword
- +10
The backsword resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 9 to Stalking and Hiding Ranks.
This enhancement may not be used by adventurers who have not trained 63 times.
It provides a bonus of 7 to Max Mana.
This enhancement may not be used by adventurers who have not trained 17 times.
The backsword looks to have a lot of charges remaining.
You sense that the mithril backsword will persist after its last enhancive charge has been expended.
MB, 500K, BO NONE
33 - a serrated vultite katar
- +20
The harmonics generated tell you that the katar has been infused with the power of a fire elemental.
The katar resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 2 to Spiritual Lore - Blessings Ranks.
This enhancement may not be used by adventurers who have not trained 10 times.
The katar looks to have a huge number of charges remaining.
You sense that the vultite katar will persist after its last enhancive charge has been expended.
MB, 100K, BO 250K
34 - a quad-flanged razern mace
- +10
The harmonics generated tell you that the mace inflicts more fearsome wounds when it strikes.
The mace resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 2 to Mental Lore - Manipulation Ranks.
This enhancement may not be used by adventurers who have not trained 10 times.
It provides a bonus of 4 to Mental Lore - Telepathy Ranks.
This enhancement may not be used by adventurers who have not trained 34 times.
It provides a bonus of 2 to Elemental Lore - Air Ranks.
This enhancement may not be used by adventurers who have not trained 10 times.
The mace looks to have a lot of charges remaining.
You sense that the razern mace will persist after its last enhancive charge has been expended.
MB, 50K, BO 150K
a thick imflass greathelm
35 - The greathelm resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 6 to Spell Aiming Bonus.
This enhancement may not be used by adventurers who have not trained 13 times.
The greathelm looks to have a huge number of charges remaining.
You sense that the imflass greathelm will persist after its last enhancive charge has been expended.
MB, 250K, BO, NONE
36 - some polished double leather
- +10
The leather resonates with your voice, indicating that it enhances its owner in the following ways:
It provides a bonus of 8 to Physical Fitness Ranks.
This enhancement may not be used by adventurers who have not trained 51 times.
It provides a bonus of 2 to Elemental Lore - Fire Ranks.
This enhancement may not be used by adventurers who have not trained 10 times.
It provides a bonus of 4 to Logic.
This enhancement may not be used by adventurers who have not trained 4 times.
The leather looks to have a lot of charges remaining.
You sense that the double leather will persist after its last enhancive charge has been expended.
MB, 200K, BO NONE
If you made it this far and are thinking "this guy has no idea about pricing" you'd be absolutely right.
-N