Ebon Gladius of Swordsmanship
Earth Dmg: 15-22 Req. 10
Damage + 15% (while Hexed)
Swordsmanship +1 (20% Chance)
Long Sword
Slashing Dmg: 15-22 (req. 9)
Unindentified
Ebon Runic Hammer of Enchanting
Earth Dmg: 19-35 (req. 10)
Damage +14% (in stance)
Enchantments last 16% longer
Water Wand
Cold Dmg: 11-22 (req. 9)
Unidentified
Smiting Staff
Energy +10
Light Dmg: 11-22 (req. 8)
Unidentified
Heavy War Hammer of Hammer Mastery
Blunt Dmg: 19-35 (req. 10)
Damage +15% Health Above 50%
Lengthens Weakness Duration on foe
Hammer Mastery +1 (15% chance)
Insightful Earth Staff of Defense
Energy +10
Earth Dmg: 11-22 (req. 11)
Improves Casting speed (10%)
Energy +4
Armor +5
Fire Wand
Fire Dmg: 11-22 (req. 10)
Improves skill recharge (9%)
Ebon War Hammer
Earth Dmg: 19-35 (req. 8)
Damage +15% (While health above 50%)
Vampiric Ivory Bow of Marksmanship
Piercing Dmg: 15-28 (req. 9)
Life stealing: 3
Health regen -1
Marksmanship +1 (19% Chance)
Smiting Rod
Light Dmg: 11-22 (req.9)
Improves skill recharge with healing (19% chance)
Great Axe
Slashing Dmg: 6-28 (req. 8)
Unidentified
Cruel Foehammer of Enchanting
Blunt Dmg: 19-35 (req. 12)
Damage +14% (always)
Energy -5
Lengthens Deep Wound
Enchantments last 17% longer
Zealous War Hammer of Warding
Blunt Dmg: 19-35 (req. 12)
Damage +13% (While health is above 50%)
Energy gain: 1
Energy Regen -1
Armor +6 (vs. Elemental attacks)
Defensive Ghostly Staff of Fortitude
Energy +10
Cold Dmg: 11-22 (req. 13 Death)
Improves Cast speeds with Curses (Chance 17%)
Armor +5
Health +29
Shadow Staff
Energy +10
Cold Dmg: 11-22 (req. 8 Water)
Unidentified
Insightful Air Staff of Enchanting
Energy +10
Lightning Dmg: 11-22 (req. 13)
Improves Casting speed (Chance: 8%)
Energy +4
Enchantments last 18% longer
War Hammer
Blunt Dmg: 19-35 (req. 9)
Unidentified
I am selling all of these items also. Just want a general idea on what I should get for them. IGN is Eye Smash Yoo
PC on Many Gold items (Take a look)
lunchcube
lunchcube
Bump!
{IceFire}
1)2k
2)maybe 15k'
wow most likely no1 will pc all these, maybe i will later but ionno
2)maybe 15k'
wow most likely no1 will pc all these, maybe i will later but ionno
lunchcube
Thanks for taking a look, it would be greatly appreciated if someone would PC most of them at least, or if not PC them, make an offer.
Song Rui
Ebon Gladius of Swordsmanship
Earth Dmg: 15-22 Req. 10
Damage + 15% (while Hexed)
Swordsmanship +1 (20% Chance)
Salvage for Swordsmanship Mod=10-15k
Long Sword
Slashing Dmg: 15-22 (req. 9)
Unindentified
Assuming it's gold, i's say between 10-20k
Ebon Runic Hammer of Enchanting
Earth Dmg: 19-35 (req. 10)
Damage +14% (in stance)
Enchantments last 16% longer
Merchant
Water Wand
Cold Dmg: 11-22 (req. 9)
Unidentified
2-3k
Smiting Staff
Energy +10
Light Dmg: 11-22 (req. 8)
Unidentified
5-10k
Heavy War Hammer of Hammer Mastery
Blunt Dmg: 19-35 (req. 10)
Damage +15% Health Above 50%
Lengthens Weakness Duration on foe
Hammer Mastery +1 (15% chance)
Depends on skin Rams Head=5-15k Rest=20-30k Spiky=More, but I am not sure
Insightful Earth Staff of Defense
Energy +10
Earth Dmg: 11-22 (req. 11)
Improves Casting speed (10%)
Energy +4
Armor +5
Depends on skin
Fire Wand
Fire Dmg: 11-22 (req. 10)
Improves skill recharge (9%)
2k
Ebon War Hammer
Earth Dmg: 19-35 (req. 8)
Damage +15% (While health above 50%)
Again Depends on skin (And if it's spiky, you've hit the jackpot)
Vampiric Ivory Bow of Marksmanship
Piercing Dmg: 15-28 (req. 9)
Life stealing: 3
Health regen -1
Marksmanship +1 (19% Chance)
Merchant
Smiting Rod
Light Dmg: 11-22 (req.9)
Improves skill recharge with healing (19% chance)
2-3k
Great Axe
Slashing Dmg: 6-28 (req. 8)
Unidentified
5-10k
Cruel Foehammer of Enchanting
Blunt Dmg: 19-35 (req. 12)
Damage +14% (always)
Energy -5
Lengthens Deep Wound
Enchantments last 17% longer
Merchant
Zealous War Hammer of Warding
Blunt Dmg: 19-35 (req. 12)
Damage +13% (While health is above 50%)
Energy gain: 1
Energy Regen -1
Armor +6 (vs. Elemental attacks)
Merchant
Defensive Ghostly Staff of Fortitude
Energy +10
Cold Dmg: 11-22 (req. 13 Death)
Improves Cast speeds with Curses (Chance 17%)
Armor +5
Health +29
Salvage for 29hp mod = 10k
Shadow Staff
Energy +10
Cold Dmg: 11-22 (req. 8 Water)
Unidentified
10k
Insightful Air Staff of Enchanting
Energy +10
Lightning Dmg: 11-22 (req. 13)
Improves Casting speed (Chance: 8%)
Energy +4
Enchantments last 18% longer
Merchant/Salvage
War Hammer
Blunt Dmg: 19-35 (req. 9)
Unidentified
Again, depends on skin but even then not very much
THIS IS ASSUMING ALL UNIDIEDS ARE PURPLE!
Earth Dmg: 15-22 Req. 10
Damage + 15% (while Hexed)
Swordsmanship +1 (20% Chance)
Salvage for Swordsmanship Mod=10-15k
Long Sword
Slashing Dmg: 15-22 (req. 9)
Unindentified
Assuming it's gold, i's say between 10-20k
Ebon Runic Hammer of Enchanting
Earth Dmg: 19-35 (req. 10)
Damage +14% (in stance)
Enchantments last 16% longer
Merchant
Water Wand
Cold Dmg: 11-22 (req. 9)
Unidentified
2-3k
Smiting Staff
Energy +10
Light Dmg: 11-22 (req. 8)
Unidentified
5-10k
Heavy War Hammer of Hammer Mastery
Blunt Dmg: 19-35 (req. 10)
Damage +15% Health Above 50%
Lengthens Weakness Duration on foe
Hammer Mastery +1 (15% chance)
Depends on skin Rams Head=5-15k Rest=20-30k Spiky=More, but I am not sure
Insightful Earth Staff of Defense
Energy +10
Earth Dmg: 11-22 (req. 11)
Improves Casting speed (10%)
Energy +4
Armor +5
Depends on skin
Fire Wand
Fire Dmg: 11-22 (req. 10)
Improves skill recharge (9%)
2k
Ebon War Hammer
Earth Dmg: 19-35 (req. 8)
Damage +15% (While health above 50%)
Again Depends on skin (And if it's spiky, you've hit the jackpot)
Vampiric Ivory Bow of Marksmanship
Piercing Dmg: 15-28 (req. 9)
Life stealing: 3
Health regen -1
Marksmanship +1 (19% Chance)
Merchant
Smiting Rod
Light Dmg: 11-22 (req.9)
Improves skill recharge with healing (19% chance)
2-3k
Great Axe
Slashing Dmg: 6-28 (req. 8)
Unidentified
5-10k
Cruel Foehammer of Enchanting
Blunt Dmg: 19-35 (req. 12)
Damage +14% (always)
Energy -5
Lengthens Deep Wound
Enchantments last 17% longer
Merchant
Zealous War Hammer of Warding
Blunt Dmg: 19-35 (req. 12)
Damage +13% (While health is above 50%)
Energy gain: 1
Energy Regen -1
Armor +6 (vs. Elemental attacks)
Merchant
Defensive Ghostly Staff of Fortitude
Energy +10
Cold Dmg: 11-22 (req. 13 Death)
Improves Cast speeds with Curses (Chance 17%)
Armor +5
Health +29
Salvage for 29hp mod = 10k
Shadow Staff
Energy +10
Cold Dmg: 11-22 (req. 8 Water)
Unidentified
10k
Insightful Air Staff of Enchanting
Energy +10
Lightning Dmg: 11-22 (req. 13)
Improves Casting speed (Chance: 8%)
Energy +4
Enchantments last 18% longer
Merchant/Salvage
War Hammer
Blunt Dmg: 19-35 (req. 9)
Unidentified
Again, depends on skin but even then not very much
THIS IS ASSUMING ALL UNIDIEDS ARE PURPLE!
lunchcube
Everything here is gold. Thanks for the input. And everything here is for sale, if you are interested.