Page 1 of 2 12 LastLast
Results 1 to 10 of 14

Thread: enhancive gear/jewelry, all MB 50k

  1. #1

    Default enhancives, all MB 50k, +10 AGL base, +7 Ranged, +7 TWC, +16 Swim, +6 S&H....

    Once/twice/SOLD! Some of it's from DR, some of it isn't, all needs to go. MB 50k on everything, go hog wild!

    ENHANCIVE RUNESTAVES

    1) an ornate carmiln runestaff - It imparts a bonus of +6 more than usual. - pulled (accidentally sold to pawnshop)
    It has been infused with the power of a fire elemental.
    It provides a boost of 3 to Health Recovery.
    This enhancement may not be used by adventurers who have not trained 12 times.
    It provides a boost of 5 to Mental Lore - Manipulation Bonus.
    This enhancement may not be used by adventurers who have not trained 15 times.
    The runestaff looks to have a fair amount of 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 (99 difficulty) for an adventurer to modify.

    2) an elegant kakore runestaff - It imparts a bonus of +10 more than usual. - 500k to Tsalin SOLD and delivered
    It has been infused with mana (+3).
    It provides a boost of 8 to Elemental Mana Control Bonus.
    This enhancement may not be used by adventurers who have not trained 22 times.
    It provides a boost of 2 to Mana Recovery.
    This enhancement may not be used by adventurers who have not trained 6 times.
    The runestaff looks to have quite a few 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 (75 difficulty) for an adventurer to modify.

    3) a silver-capped deringo runestaff - It imparts a bonus of +8 more than usual.
    It provides a boost of 3 to Sorcerous Lore - Demonology Ranks.
    This enhancement may not be used by adventurers who have not trained 21 times.
    It provides a boost of 1 to Sorcerous Lore - Necromancy Ranks.
    This enhancement may not be used by adventurers who have not trained 4 times.
    It provides a boost of 4 to Mana Recovery.
    This enhancement may not be used by adventurers who have not trained 20 times.
    The runestaff looks to have a fair amount of 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 (51 difficulty) for an adventurer to modify.

    4) a scratched faewood runestaff - It imparts a bonus of +20 more than usual.
    It provides a boost of 5 to Wisdom Base.
    This enhancement may not be used by adventurers who have not trained 15 times.
    It provides a boost of 8 to Max Health.
    This enhancement may not be used by adventurers who have not trained 15 times.
    It provides a boost of 4 to Spiritual Lore - Blessings Bonus.
    This enhancement may not be used by adventurers who have not trained 10 times.
    The runestaff looks to have a fair amount of charges remaining.
    It will persist after its last enhancive charge has been expended.
    It appears to weigh about 4 pounds.
    It is a simple project (47 difficulty) for an adventurer to modify.

    5) a light green mossbark runestaff - It has a bonus of +15 from a normal runestaff,

    The runestaff resonates with your voice, indicating that it enhances its owner in the following ways:
    It provides a boost of 7 to Spell Aiming Ranks.
    This enhancement may not be used by adventurers who have not trained 56 times.
    It provides a boost of 4 to Mana Recovery.
    This enhancement may not be used by adventurers who have not trained 20 times.
    It provides a boost of 7 to Max Mana.
    This enhancement may not be used by adventurers who have not trained 17 times.
    The runestaff looks to have a lot of charges remaining.

    Though you don't yet have a full understanding of the runestaff's qualities, you get the impression it would be a simple project (79 difficulty) for an adventurer to modify.

    6) a rough faewood runestaff - It imparts a bonus of +20 more than usual.
    It provides a boost of 6 to Spiritual Lore - Religion Bonus.
    This enhancement may not be used by adventurers who have not trained 21 times.
    It provides a boost of 6 to Max Mana.
    This enhancement may not be used by adventurers who have not trained 13 times.
    The runestaff 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 (46 difficulty) for an adventurer to modify.

    7) an acid-pitted rowan runestaff - It imparts a bonus of +5 more than usual.
    It is a holy item.
    It has been infused with the power of a fire elemental.
    It provides a boost of 3 to Agility Base.
    This enhancement may not be used by adventurers who have not trained 4 times.
    The runestaff 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 2 pounds.
    It is a basic project (182 difficulty) for an adventurer to modify.

    ENHANCIVE ARMOR & ACCESSORIES

    8) a scratched spiked mithglin aventail - It imparts a bonus of +15 more than usual.
    It provides a boost of 4 to Climbing Bonus.
    This enhancement may not be used by adventurers who have not trained 2 times.
    It provides a boost of 7 to Max Health.
    This enhancement may not be used by adventurers who have not trained 11 times.
    The 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 (6 difficulty) for an adventurer to modify.

    9) some polished imflass arm greaves - It has a bonus of +12 from a normal greaves,

    The harmonics generated tell you that the greaves has been infused with the power of a fire elemental. The magical harmonics reveal that arms are better protected when wearing the imflass arm greaves.
    The greaves resonates with your voice, indicating that it enhances its owner in the following ways:
    It provides a boost of 6 to Stalking and Hiding Bonus.
    This enhancement may not be used by adventurers who have not trained 9 times.
    It provides a boost of 7 to Pickpocketing Bonus.
    This enhancement may not be used by adventurers who have not trained 11 times.
    The greaves looks to have quite a few charges remaining.

    The greaves resonates with your voice, revealing some details of its temporary enhancement:
    The greaves's enhancement will degrade when the wearer is struck in combat.
    It should be able to withstand an incredible amount of uses before its enhancement has completely degraded away.
    When its enhancement has degraded away, the item will simply return to normal.

    As your song penetrates the imflass arm greaves, you determine that it is temporarily and moderately resistant (10%) to fiery attacks.

    You sense that the imflass arm greaves will persist after its last enhancive charge has been expended.

    10) some soft woolen robes - It imparts a bonus of +20 more than usual.
    It provides a boost of 1 to Mental Lore - Manipulation Ranks.
    This enhancement may not be used by adventurers who have not trained 4 times.
    The robes looks to have a huge number of charges remaining.
    It has been temporarily enhanced.
    Its enhancement will degrade when the wearer is struck in combat.
    It should have quite a few uses left before the enhancement degrades away completely.
    When its enhancement has degraded away, the item will lose its ability to grant greater protection.
    It will persist after its last enhancive charge has been expended.
    It appears to weigh about 4 pounds.
    It is padded against critical blows.
    It is an involved project (255 difficulty) for an adventurer to modify.

    11) some elegant fleece robes - It imparts a bonus of +20 more than usual.
    It provides a boost of 8 to Picking Locks Bonus.
    This enhancement may not be used by adventurers who have not trained 15 times.
    It provides a boost of 6 to Elemental Lore - Fire Bonus.
    This enhancement may not be used by adventurers who have not trained 21 times.
    The robes looks to have several charges remaining.
    It will persist after its last enhancive charge has been expended.
    It appears to weigh about 8 pounds.
    It is a simple project (46 difficulty) for an adventurer to modify.

    ENHANCIVE SHIELDS

    12) a polished spiked mesille greatshield - It has a bonus of +15 from a normal greatshield,

    The harmonics generated tell you that the greatshield has been infused with the power of an ice elemental. 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 boost of 2 to Dexterity Bonus.
    This enhancement may not be used by adventurers who have not trained 7 times.
    The greatshield looks to have a huge number of charges remaining.

    You sense that the spiked mesille greatshield will persist after its last enhancive charge has been expended.

    Though you don't yet have a full understanding of the greatshield's qualities, you get the impression it would be a basic project (119 difficulty) for an adventurer to modify.

    ENHANCIVE WEAPONS

    13) a mesille composite bow - 4x, weighs 3, 5 CER, 11 services sighted

    It has a bonus of +20 from a normal bow,

    The harmonics generated tell you that the bow assists its bearer with aiming attacks at range.
    The bow resonates with your voice, indicating that it enhances its owner in the following ways:
    It provides a boost of 7 to Ranged Weapons Ranks.
    This enhancement may not be used by adventurers who have not trained 56 times.
    The bow looks to have a lot of charges remaining.

    You sense that the composite bow will persist after its last enhancive charge has been expended.


    Though you don't yet have a full understanding of the bow's qualities, you get the impression it would be a basic project (117 difficulty) for an adventurer to modify.

    14) a rhimar quoit - It imparts a bonus of +5 more than usual.
    It has been infused with the power of an ice elemental.
    It provides a boost of 2 to Ambush Ranks.
    This enhancement may not be used by adventurers who have not trained 6 times.
    It provides a boost of 4 to Thrown Weapons Ranks.
    This enhancement may not be used by adventurers who have not trained 20 times.
    The quoit looks to have a fair amount of 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 (74 difficulty) for an adventurer to modify.

    ENHANCIVE JEWELRY

    15) a lapis lazuli studded gold crown - It is a holy item.
    It is currently imbedded with the Elemental Bias spell.
    It has a few charges remaining.
    It is empowered and can be charged for an additional 175.
    It could be activated by rubbing it.
    It provides a boost of 1 to Intuition Bonus.
    This enhancement may not be used by adventurers who have not trained 3 times.
    It provides a boost of 1 to Dexterity Bonus.
    This enhancement may not be used by adventurers who have not trained 4 times.
    The crown looks to have quite a few charges remaining.
    It will 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.

    16) a gold and star emerald necklace – It is a magical item which could be imbedded with a spell.
    It does not have any charges left.
    It is rechargeable.
    It could be activated by waving it.
    It provides a boost of 2 to Spirit Mana Control Ranks.
    This enhancement may not be used by adventurers who have not trained 10 times.
    It provides a boost of 2 to Harness Power Ranks.
    This enhancement may not be used by adventurers who have not trained 10 times.
    The necklace looks to have one charges remaining.
    It will crumble into dust after its last enhancive charge has been expended.
    It will persist after its last magical charge has been expended.

    17) a tear-cut golden topaz pin – 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 Elemental Mana Control Ranks.
    This enhancement may not be used by adventurers who have not trained 4 times.
    The pin 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.

    18) an onyx-inlaid gold talisman – It is a magical item which could be imbedded with a spell.
    It does not have any charges left.
    It is rechargeable.
    It could be activated by waving it.
    It provides a boost of 1 to Blunt Weapons Ranks.
    This enhancement may not be used by adventurers who have not trained 4 times.
    It provides a boost of 5 to Max Stamina.
    This enhancement may not be used by adventurers who have not trained 15 times.
    The talisman looks to have quite a few charges remaining.
    It will crumble into dust after its last enhancive charge has been expended.
    It will persist after its last magical charge has been expended.

    19) a diamond-set platinum earcuff – mage rechargeable 304 Bless, 14 charges

    The platinum earcuff contains the spell Bless, from the Cleric circle.
    The earcuff resonates with your voice, indicating that it enhances its owner in the following ways:
    It provides a boost of 3 to Elemental Mana Control Bonus.
    This enhancement may not be used by adventurers who have not trained 6 times.
    It provides a boost of 2 to Mana Recovery.
    This enhancement may not be used by adventurers who have not trained 10 times.
    The earcuff looks to have a lot of charges remaining.

    You sense that the platinum earcuff will crumble into dust after its last enhancive charge has been expended.

    You sense that the platinum earcuff will persist after its last magical charge has been expended.

    20) a jade-inlaid blue tourmaline earring – It is currently imbedded with the UnDisease spell.
    It has 5 charges remaining.
    It is empowered and can be charged for an additional 233.
    It could be activated by tapping it.
    It provides a boost of 1 to Brawling Ranks.
    This enhancement may not be used by adventurers who have not trained 4 times.
    It provides a boost of 4 to Max Health.
    This enhancement may not be used by adventurers who have not trained 7 times.
    The medallion looks to have several charges remaining.
    It will persist after its last enhancive charge has been expended.
    It will persist after its last magical charge has been expended.

    21) a bone-inlaid ora torc – blank embeddable

    The magical strength of this item is strong. It could probably handle the imbedding of an entirely new spell, if handled with care.
    The torc resonates with your voice, indicating that it enhances its owner in the following ways:
    It provides a boost of 1 to First Aid Ranks.
    This enhancement may not be used by adventurers who have not trained 3 times.
    It provides a boost of 1 to Armor Use Ranks.
    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 torc looks to have a huge number of charges remaining.

    You sense that the ora torc will crumble into dust after its last enhancive charge has been expended.
    You sense that the ora torc will persist after its last magical charge has been expended.

    22) an ivory-inlaid gold earcuff – blank mage rechargeable

    The magical strength of this item is strong. It could probably handle the imbedding of an entirely new spell, if handled with care.
    The earcuff resonates with your voice, indicating that it enhances its owner in the following ways:
    It provides a boost of 1 to Armor Use Ranks.
    This enhancement may not be used by adventurers who have not trained 6 times.
    It provides a boost of 2 to Combat Maneuvers Ranks.
    This enhancement may not be used by adventurers who have not trained 10 times.
    The earcuff looks to have more than your average giantman could count charges remaining.

    You sense that the gold earcuff will persist after its last enhancive charge has been expended.
    You sense that the gold earcuff will persist after its last magical charge has been expended.

    23) an opal-inset sterling silver circlet – blank mage rechargeable

    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 boost of 3 to Perception Bonus.
    This enhancement may not be used by adventurers who have not trained 4 times.
    The circlet looks to have a huge number of charges remaining.

    You sense that the sterling silver circlet will persist after its last enhancive charge has been expended.
    You sense that the sterling silver circlet will persist after its last magical charge has been expended.

    24) a beryl-inset copper clasp - blank embeddable

    The magical strength of this item is strong. It could probably handle the imbedding of an entirely new spell, if handled with care.
    The clasp resonates with your voice, indicating that it enhances its owner in the following ways:
    It provides a boost of 2 to Blunt Weapons Ranks.
    This enhancement may not be used by adventurers who have not trained 10 times.
    The clasp looks to have a huge number of charges remaining.

    You sense that the copper clasp will persist after its last enhancive charge has been expended.
    You sense that the copper clasp will persist after its last magical charge has been expended.


    25) a glittering silver alloy torc – blank emdeddable

    The torc resonates with your voice, indicating that it enhances its owner in the following ways:
    It provides a boost of 1 to Edged Weapons Ranks.
    This enhancement may not be used by adventurers who have not trained 4 times.
    It provides a boost of 3 to Mana Recovery.
    This enhancement may not be used by adventurers who have not trained 20 times.
    It provides a boost of 1 to Physical Fitness Ranks.
    This enhancement may not be used by adventurers who have not trained 3 times.
    The torc seems to be out of charges.

    You sense that the silver alloy torc will persist after its last enhancive charge has been expended.
    You sense that the silver alloy torc will persist after its last magical charge has been expended.

    26) a flame-cut dragonfire opal barrette – blank embeddable 50k to Tsalin SOLD and delivered

    The barrette resonates with your voice, indicating that it enhances its owner in the following ways:
    It provides a boost of 6 to Max Stamina.
    This enhancement may not be used by adventurers who have not trained 21 times.
    It provides a boost of 16 to Swimming Bonus.
    This enhancement may not be used by adventurers who have not trained 46 times.
    The barrette looks to have a lot of charges remaining.

    You sense that the dragonfire opal barrette will crumble into dust after its last enhancive charge has been expended.
    You sense that the dragonfire opal barrette will disintegrate after its last magical charge has been expended.

    27) a cushion-cut garnet earring – blank embeddable

    The earring resonates with your voice, indicating that it enhances its owner in the following ways:
    It provides a boost of 5 to Max Mana.
    This enhancement may not be used by adventurers who have not trained 15 times.
    It provides a boost of 1 to Spiritual Lore - Blessings Ranks.
    This enhancement may not be used by adventurers who have not trained 6 times.
    The earring looks to have a lot of charges remaining.

    You sense that the garnet earring will persist after its last enhancive charge has been expended.
    You sense that the garnet earring will persist after its last magical charge has been expended.

    28) a step-cut garnet tiara – It is a magical item which could be imbedded with a spell.
    It does not have any charges left.
    It is rechargeable.
    It could be activated by waving it.
    It provides a boost of 1 to Mental Mana Control Ranks.
    This enhancement may not be used by adventurers who have not trained 4 times.
    It provides a boost of 2 to Discipline Base.
    This enhancement may not be used by adventurers who have not trained 3 times.
    The tiara 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.

    29) a copper and pink topaz earcuff – It is a magical item which could be imbedded with a spell. CB 50k to Izzy going TWICE
    It does not have any charges left.
    It is rechargeable.
    It could be activated by waving it.
    It provides a boost of 2 to Dexterity Base.
    This enhancement may not be used by adventurers who have not trained 3 times.
    The earcuff looks to have a huge number 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.

    30) a brushed platinum circlet – blank embeddable

    The circlet resonates with your voice, indicating that it enhances its owner in the following ways:
    It provides a boost of 2 to Harness Power Ranks.
    This enhancement may not be used by adventurers who have not trained 10 times.
    The circlet looks to have a lot of charges remaining.

    You sense that the platinum circlet will persist after its last enhancive charge has been expended.
    You sense that the platinum circlet will persist after its last magical charge has been expended.

    31) an elegant pink tourmaline crown – enhancive, mage empowerable 104 Poison Resistance - 200k to Frogman452 SOLD and delivered

    The crown resonates with your voice, indicating that it enhances its owner in the following ways:
    It provides a boost of 10 to Agility Base.
    This enhancement may not be used by adventurers who have not trained 55 times.
    The crown looks to have a lot of charges remaining.

    You sense that the pink tourmaline crown will crumble into dust after its last enhancive charge has been expended.
    You sense that the pink tourmaline crown will disintegrate after its last magical charge has been expended.

    32) a trilliant-cut bloodjewel buckle - The buckle resonates with your voice, indicating that it enhances its owner in the following ways: - 1m to lordsmo SOLD and delivered
    It provides a boost of 7 to Two Weapon Combat Bonus.
    This enhancement may not be used by adventurers who have not trained 28 times.
    It provides a boost of 5 to Armor Use Bonus.
    This enhancement may not be used by adventurers who have not trained 25 times.
    It provides a boost of 2 to Discipline Base.
    This enhancement may not be used by adventurers who have not trained 3 times.
    The buckle looks to have one charge remaining.

    33) an amethyst inset eonake 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 1 to Spiritual Lore - Religion Ranks.
    This enhancement may not be used by adventurers who have not trained 6 times.
    The band 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.

    34) a tooled amber armband – It provides a boost of 6 to Max Stamina. - CB 50k to Astelan going TWICE
    This enhancement may not be used by adventurers who have not trained 21 times.
    It provides a boost of 3 to Perception Bonus.
    This enhancement may not be used by adventurers who have not trained 4 times.
    It provides a boost of 5 to First Aid Bonus.
    This enhancement may not be used by adventurers who have not trained 10 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.
    The armband looks to have a few charges remaining.
    It will crumble into dust after its last enhancive charge has been expended.
    Last edited by ApexDak; 03-05-2021 at 01:16 AM. Reason: bids updating
    Jellybeard exclaims, "Wait, who said festering taint and Jeril? No repeats!"

  2. Default

    MB on #31

  3. #3

    Default

    50k on 1 and 2
    Last edited by zhagen; 02-24-2021 at 08:27 AM.

  4. Default

    200K on 31

  5. #5

    Default

    50k on 32

  6. #6

    Default

    32) a trilliant-cut bloodjewel buckle - 500k

  7. #7

    Default

    32) 1 mil

  8. #8

    Default

    #2 - 500k
    #26 - 50k

  9. #9

    Default

    bids updated
    Jellybeard exclaims, "Wait, who said festering taint and Jeril? No repeats!"

  10. Default

    updated once/twice
    Jellybeard exclaims, "Wait, who said festering taint and Jeril? No repeats!"

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •