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Thread: Stuff for trade or sale. Make an offer.

  1. #1
    Join Date
    Dec 2007
    Location
    San Francisco, CA GO GIANTS
    Posts
    535

    Thumbs up Stuff for trade or sale. Make an offer.

    As you sing, you feel a faint resonating vibration from the inset pewter buckle in your hand...


    The buckle resonates with your voice, indicating that it enhances its owner in the following ways:
    It provides a bonus of 3 to Influence Bonus.
    This enhancement may not be used by adventurers who have not trained 14 times.
    It provides a bonus of 3 to First Aid Bonus.
    This enhancement may not be used by adventurers who have not trained 4 times.
    It provides a bonus of 4 to Magic Item Use Bonus.
    This enhancement may not be used by adventurers who have not trained 14 times.
    The buckle looks to have a lot of charges remaining.

    You sense that the inset pewter buckle will crumble into dust after its last enhancive charge has been expended.



    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 bonus of 4 to Intuition.
    This enhancement may not be used by adventurers who have not trained 7 times.
    The earcuff looks to have a lot of charges remaining.

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

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



    The medallion resonates with your voice, indicating that it enhances its owner in the following ways:
    It provides a bonus of 1 to Shield Use Ranks.
    This enhancement may not be used by adventurers who have not trained 4 times.
    The medallion looks to have more than your average giantman could count charges remaining.

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

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



    The magical strength of this item is strong. It could probably handle the imbedding of an entirely new spell, if handled with care.

    The earring resonates with your voice, indicating that it enhances its owner in the following ways:
    It provides a bonus of 3 to Two-Handed Weapons Bonus.
    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 gold earring will persist after its last enhancive charge has been expended.

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



    The platinum neckchain contains the spell Quake, from the Sorcerer circle.


    The neckchain 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 2 to Brawling Ranks.
    This enhancement may not be used by adventurers who have not trained 10 times.
    The neckchain looks to have a lot of charges remaining.

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

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



    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 6 to Physical Fitness Bonus.
    This enhancement may not be used by adventurers who have not trained 14 times.
    The neckchain looks to have a lot of charges remaining.

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

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



    The pendant resonates with your voice, indicating that it enhances its owner in the following ways:
    It provides a bonus of 6 to Swimming Bonus.
    This enhancement may not be used by adventurers who have not trained 7 times.
    It provides a bonus of 2 to Influence Bonus.
    This enhancement may not be used by adventurers who have not trained 7 times.
    The pendant looks to have more than your average giantman could count charges remaining.

    You sense that the mithril alloy pendant will crumble into dust after its last enhancive charge has been expended.

    You sense that the mithril alloy pendant will persist after its last magical charge has been expended.



    The stickpin resonates with your voice, indicating that it enhances its owner in the following ways:
    It provides a bonus of 1 to Agility Bonus.
    This enhancement may not be used by adventurers who have not trained 4 times.
    It provides a bonus of 1 to Magic Item Use Ranks.
    This enhancement may not be used by adventurers who have not trained 5 times.
    The stickpin looks to have a fair amount of charges remaining.

    You sense that the pink tourmaline stickpin will persist after its last enhancive charge has been expended.



    The stickpin resonates with your voice, indicating that it enhances its owner in the following ways:
    It provides a bonus of 2 to Spiritual Lore - Religion Bonus.
    This enhancement may not be used by adventurers who have not trained 5 times.
    The stickpin looks to have almost innumerable charges remaining.

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

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



    The stickpin resonates with your voice, indicating that it enhances its owner in the following ways:
    It provides a bonus of 5 to Agility.
    This enhancement may not be used by adventurers who have not trained 15 times.
    The stickpin looks to have a few charges remaining.

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

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



    The ring resonates with your voice, indicating that it enhances its owner in the following ways:
    It provides a bonus of 3 to Agility.
    This enhancement may not be used by adventurers who have not trained 6 times.
    The ring looks to have a huge number of charges remaining.

    You sense that the mithril alloy ring will crumble into dust after its last enhancive charge has been expended.

    You sense that the mithril alloy ring will persist after its last magical charge has been expended.



    The magical harmonics reveal that arms are better protected when wearing the glaes arm greaves.

    The greaves resonates with your voice, indicating that it enhances its owner in the following ways:
    It provides a bonus of 2 to Armor Use Ranks.
    This enhancement may not be used by adventurers who have not trained 10 times.
    It provides a bonus of 1 to Wisdom Bonus.
    This enhancement may not be used by adventurers who have not trained 4 times.
    The greaves looks to have more than your average giantman could count charges remaining.

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



    Your careful inspection of some spiked glaes arm greaves allows you to conclude that it is miscellaneous armor that covers the arms. You also notice that it is spiked.


    The armband resonates with your voice, indicating that it enhances its owner in the following ways:
    It provides a bonus of 2 to Max Stamina.
    This enhancement may not be used by adventurers who have not trained 3 times.
    The armband looks to have a huge number of charges remaining.

    You sense that the silver alloy armband will crumble into dust after its last enhancive charge has been expended.

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


    Ill add the rest of my lockers when they're done getting shipped. Im up for silver, cash, or trade offers. Looking for non crumbly STR/CON/Stamina enhancives. Or maybe a nice lance. Have coins and other stuff to trade if need be. Thanks for lookin.
    Last edited by alski415; 10-26-2010 at 09:12 PM.

  2. #2
    Join Date
    Dec 2007
    Location
    San Francisco, CA GO GIANTS
    Posts
    535

    Default

    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 4 to Sorcerous Lore - Necromancy Bonus.
    This enhancement may not be used by adventurers who have not trained 10 times.
    The runestaff looks to have more than your average giantman could count charges remaining.

    You sense that the villswood runestaff will persist after its last enhancive charge has been expended.



    The harmonics generated tell you that the greathelm has been infused with the power of a lightning bolt. The magical harmonics reveal that the head and neck are better protected when wearing the vultite greathelm.
    "a vultite greathelm"


    As you sing, you feel a faint resonating vibration from the orase runestaff in your hand...

    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.




    The aventail resonates with your voice, indicating that it enhances its owner in the following ways:
    It provides a bonus of 6 to Intuition.
    This enhancement may not be used by adventurers who have not trained 9 times.
    The aventail looks to have a huge number of charges remaining.

    You sense that the mithril aventail will persist after its last enhancive charge has been expended.


    The harmonics generated tell you that the chain serves to reduce the severity of inflicted wounds.

    The chain resonates with your voice, revealing some details of its temporary enhancement:
    The chain'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 lose its special ability.
    4x rolaren double chain



    As you sing, you feel a faint resonating vibration from the vultite mace in your hand...

    The harmonics generated tell you that the mace has been infused with the power of a fire elemental.
    4x vultite mace


    The mace resonates with your voice, indicating that it enhances its owner in the following ways:
    It provides a bonus of 7 to Discipline.
    This enhancement may not be used by adventurers who have not trained 17 times.
    It provides a bonus of 3 to Stalking and Hiding Ranks.
    This enhancement may not be used by adventurers who have not trained 9 times.
    The mace looks to have a lot of charges remaining.

    You sense that the ora mace will persist after its last enhancive charge has been expended.


    The harmonics generated tell you that the helm serves to protect from additional damage. The magical harmonics reveal that the head is better protected when wearing the invar helm.

    The helm resonates with your voice, revealing some details of its temporary enhancement:
    The helm'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 lose its special ability.



    The helm resonates with your voice, indicating that it enhances its owner in the following ways:
    It provides a bonus of 4 to Thrown Weapons Ranks.
    This enhancement may not be used by adventurers who have not trained 20 times.
    It provides a bonus of 2 to Shield Use Ranks.
    This enhancement may not be used by adventurers who have not trained 6 times.
    The helm looks to have more than your average giantman could count charges remaining.

    You sense that the ora helm will persist after its last enhancive charge has been expended.



    The harmonics generated tell you that the greathelm serves to reduce the severity of inflicted wounds. The magical harmonics reveal that the head and neck are better protected when wearing the spiked glaes greathelm.

    As your song penetrates the spiked glaes greathelm, you determine that it is moderately resistant to fiery attacks.
    And spiked.


    The harmonics generated tell you that the leather serves to protect from additional damage.
    4x double leather. Perm im assuming since it didnt say temp.

  3. Default

    Ill take the agility stickpin and ring.

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