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Thread: Armor, Weapons, Enhancives

  1. Default Armor, Weapons, Enhancives

    Normal Auction rules apply.

    Items will go Once, Twice, Thrice then Sold. Buyouts are not listed but will be entertained.

    I do reserve the right to close this auction at anytime since my attention span is limited.

    I am looking to sell all items. If you don't like the MB, make an offer

    Thanks for looking and happy bidding.


    ************************************************** *AUCTION CLOSED ************************************************** ******************


    A1) some gleaming vultite arm greaves

    It has a bonus of +20 from a normal greaves

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

    The greaves resonates with your voice, indicating that it enhances its owner in the following ways:
    It provides a bonus of 3 to First Aid Ranks.
    This enhancement may not be used by adventurers who have not trained 9 times.
    It provides a bonus of 4 to Agility Bonus.
    This enhancement may not be used by adventurers who have not trained 22 times.
    It provides a bonus of 7 to Spell Aiming Ranks.
    This enhancement may not be used by adventurers who have not trained 56 times.
    The greaves looks to have a lot of charges remaining.

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

    MB: 1M
    CB: SOLD on BO


    A2) some spiked glaes leg greaves

    It has a bonus of +15 from a normal greaves

    The harmonics generated tell you that the greaves serves to reduce the severity of inflicted wounds (temporarily masterfully padded against critical blows) and has been sanctified for use by a Cleric or Paladin in the fight against the undead.

    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 lose its special ability.

    MB: 350K
    CB: 350K Ricer LAST CALL!


    A3) some ornate ora half plate

    It has a bonus of +10 from a normal plate
    The harmonics generated tell you that the plate serves to protect from magical attacks (+5TD perm).

    MB: 200K
    CB:


    A4) an old imflass helm

    It has a bonus of +12 from a normal helm
    The helm resonates with your voice, indicating that it enhances its owner in the following ways:
    It provides a bonus of 6 to Stalking and Hiding Ranks.
    This enhancement may not be used by adventurers who have not trained 30 times.
    It provides a bonus of 3 to Ranged Weapons Ranks.
    This enhancement may not be used by adventurers who have not trained 12 times.
    It provides a bonus of 3 to Shield Use Ranks.
    This enhancement may not be used by adventurers who have not trained 12 times.
    It provides a bonus of 2 to Max Health.
    This enhancement may not be used by adventurers who have not trained 1 times.
    The helm looks to have a lot of charges remaining.

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

    MB: 350K
    CB: 550K Syonizzle



    J1) a polished bloodjewel crown

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

    The crown resonates with your voice, indicating that it enhances its owner in the following ways:
    It provides a bonus of 5 to Disarming Traps Ranks.
    This enhancement may not be used by adventurers who have not trained 35 times.
    It provides a bonus of 5 to Intuition.
    This enhancement may not be used by adventurers who have not trained 10 times.
    The crown looks to have a lot of charges remaining.

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

    You sense that the bloodjewel crown will disintegrate after its last magical charge has been expended.

    MB: 250K
    CB: 250K Meekee38 LAST CALL!


    J2) an enruned imflass brooch.

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

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

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

    You sense that the imflass brooch will persist after its last magical charge has been expended.

    MB: 75K
    CB: 75k Luntz LAST CALL!


    J3) 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.

    The earcuff resonates with your voice, indicating that it enhances its owner in the following ways:
    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 1 to Dexterity Bonus.
    This enhancement may not be used by adventurers who have not trained 4 times.
    The earcuff looks to have a huge number of charges remaining.

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

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

    MB: 100K
    CB: 150K Syonizzle LAST CALL!


    J4) an etched platinum pendant

    The pendant 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 7 times.
    The pendant looks to have a huge number of charges remaining.

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

    MB: 100K
    CB: 250K LAST CALL!


    J5) an engraved gold ring

    This is a tappable item, which casts spells from the Spirit sphere. It has 8 charges.
    The gold ring contains the spell Phoen's Strength, from the Ranger circle.

    MB: 25K
    CB: 75K Skip LAST CALL!


    J6) a coral and dragonfire opal stickpin

    This is a magical item, which casts spells from the Elemental sphere. It has 8 charges.

    The dragonfire opal stickpin contains the spell Melgorehn's Aura, from the Wizard circle.

    The stickpin 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.
    It provides a bonus of 3 to Max Health.
    This enhancement may not be used by adventurers who have not trained 4 times.
    The stickpin looks to have a huge number of charges remaining.

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

    You sense that the dragonfire opal stickpin will disintegrate after its last magical charge has been expended.

    MB: 50K
    CB: 50K Flayed Angel LAST CALL!





    W1) an olive green mithril spear

    It has a bonus of +5 from a normal spear, and the way it vibrates in tune with your voice tells you that it requires skill in polearms to use effectively.

    The spear resonates with your voice, indicating that it enhances its owner in the following ways:
    It provides a bonus of 3 to Multi Opponent Combat Ranks.
    This enhancement may not be used by adventurers who have not trained 25 times.
    It provides a bonus of 4 to Combat Maneuvers Ranks.
    This enhancement may not be used by adventurers who have not trained 20 times.
    The spear looks to have a lot of charges remaining.

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

    MB: 100K
    CB: 100k Versin LAST CALL!


    W2) a cracked razern naginata

    It has a bonus of +10 from a normal naginata, and the way it vibrates in tune with your voice tells you that it requires skill in polearms to use effectively.

    The harmonics generated tell you that the naginata inflicts more fearsome wounds (lightly weighted) when it strikes.

    The naginata resonates with your voice, indicating that it enhances its owner in the following ways:
    It provides a bonus of 5 to Dexterity.
    This enhancement may not be used by adventurers who have not trained 9 times.
    The naginata looks to have a huge number of charges remaining.

    You sense that the razern naginata will persist after its last enhancive charge has been expended.

    MB: 100K
    CB:


    W3) a vaalorn jackblade

    It has a bonus of +18 from a normal jackblade, and the way it vibrates in tune with your voice tells you that it requires skill in brawling to use effectively.

    The harmonics generated tell you that the jackblade has been infused with the power of an earth elemental.

    The jackblade resonates with your voice, indicating that it enhances its owner in the following ways:
    It provides a bonus of 10 to Constitution.
    This enhancement may not be used by adventurers who have not trained 33 times.
    It provides a bonus of 6 to Intuition.
    This enhancement may not be used by adventurers who have not trained 9 times.
    The jackblade looks to have a lot of charges remaining.

    You sense that the vaalorn jackblade will persist after its last enhancive charge has been expended.

    MB: 200K
    CB:


    W4) an ora-tipped imflass trident

    It has a bonus of +17 from a normal trident

    The harmonics generated tell you that the trident has been infused with a corrosive substance.

    The trident resonates with your voice, indicating that it enhances its owner in the following ways:
    It provides a bonus of 5 to Polearm Weapons Ranks.
    This enhancement may not be used by adventurers who have not trained 30 times.
    It provides a bonus of 4 to Stalking and Hiding Ranks.
    This enhancement may not be used by adventurers who have not trained 14 times.
    It provides a bonus of 3 to Armor Use Ranks.
    This enhancement may not be used by adventurers who have not trained 21 times.
    The trident looks to have a lot of charges remaining.

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

    MB: 250K
    CB:


    W5) a bent fireleaf runestaff

    It has a bonus of +22 from a normal runestaff

    MB: 100k
    CB:


    W6) a glistening ruic long bow

    It has a bonus of +25 from a normal bow

    The harmonics generated tell you that the bow assists its bearer with aiming attacks at range (temporarily heavily).

    The bow resonates with your voice, revealing some details of its temporary enhancement:
    The bow's enhancement will degrade when it scores a successful strike.
    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.

    MB: 750K
    CB: 750K Luntz LAST CALL!
    Last edited by Darcthundar; 08-15-2014 at 04:48 PM. Reason: updated bids
    My dad always told me not to argue with fools or drunks. And I don't smell alcohol on your breath.

  2. #2

    Default

    MB A1
    A giantman highwayman fires a plain wooden arrow at you!
    You barely manage to block the missile with your shield!
    You manage to block with the exact angle needed to deflect the attack right back at the giantman highwayman!
    AS: +315 vs DS: +35 with AvD: +23 + d100 roll: +51 = +354
    ... and hits for 119 points of damage!
    Deft strike to abdomen penetrates several useful organs!

  3. #3

  4. Default

    25K on J5

  5. #5

    Default

    mb on J2 and W6

  6. Default

    75k on j5 and mb on j1

  7. #7

    Default

    MB J1

  8. #8

    Default

    MB W1) an olive green mithril spear

  9. #9

    Default

    MB on J4 and A4
    150k on J2

  10. Default

    400k on a4
    150k on j3 & j4

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