a verdigrised copper earcuff set with a glass iron cross beetle |
Weight: <1 pound |
ear-worn |
Disguise Elixir Item - Tier 1 (of 2 analyze
Analyze:You analyze the copper earcuff and sense that the creator has provided the following information:
--------- DISGUISE ELIXIR ITEM - ANALYZE INFO ---------
This is a Disguise Elixir item. Depending on its setup, it will change the appearance of the race, culture, and/or gender of a character. This is a temporary effect -- not a permanent change.
This item provides an aesthetic disguise without any mechanical benefits. It is Tier 1 (of 2 currently).
The earcuff has 10 charges remaining. The item will NOT crumble when it is used up. Any willing merchant can recharge the item to have a maximum of 10 charges; some less frequent merchants may be able to recharge higher than that.
Each charge on this earcuff nets the character roughly 8 hours and 0 minutes of disguise time until the disguise is eliminated (either through naturally running its course, removing the item prematurely via PULL). There is a very rare chance during each charge cycle that the disguise will prematurely end on its own well before the full time has elapsed. Also note that death automatically ousts the disguise from a character.
The earcuff is set up to place the following aesthetic attributes on a character. Altering these settings may only be done on rare occasions by qualified persons; it is not a general merchant service.
Race: Aelotoi
Currently you are able to try to PUSH (to activate), PULL (to deactivate), LICK, and RUB (toggles item's visibility while active) the earcuff.
Aesthetic alterations to the item itself are acceptable -- they just must make sense for where the item is worn. Note that needles come out of the underside of the item, so nothing in the alteration should prevent that from logically occurring.
-----------------------------------------------------
|
125
|
a platinum earcuff teeming with sculpted rainbow leaf beetles |
Weight: <1 pound |
ear-worn |
Disguise Elixir Item - Tier 1 (of 2 analyze
Analyze:You analyze the platinum earcuff and sense that the creator has provided the following information:
--------- DISGUISE ELIXIR ITEM - ANALYZE INFO ---------
This is a Disguise Elixir item. Depending on its setup, it will change the appearance of the race, culture, and/or gender of a character. This is a temporary effect -- not a permanent change.
This item provides an aesthetic disguise without any mechanical benefits. It is Tier 1 (of 2 currently).
The earcuff has 10 charges remaining. The item will NOT crumble when it is used up. Any willing merchant can recharge the item to have a maximum of 10 charges; some less frequent merchants may be able to recharge higher than that.
Each charge on this earcuff nets the character roughly 8 hours and 0 minutes of disguise time until the disguise is eliminated (either through naturally running its course, removing the item prematurely via PULL). There is a very rare chance during each charge cycle that the disguise will prematurely end on its own well before the full time has elapsed. Also note that death automatically ousts the disguise from a character.
The earcuff is set up to place the following aesthetic attributes on a character. Altering these settings may only be done on rare occasions by qualified persons; it is not a general merchant service.
Race: Erithian
Currently you are able to try to PUSH (to activate), PULL (to deactivate), LICK, and RUB (toggles item's visibility while active) the earcuff.
Aesthetic alterations to the item itself are acceptable -- they just must make sense for where the item is worn. Note that needles come out of the underside of the item, so nothing in the alteration should prevent that from logically occurring.
-----------------------------------------------------
|
125
|
a barb-tipped rose gold wasp earcuff |
Weight: <1 pound |
ear-worn |
Disguise Elixir Item - Tier 1 (of 2 analyze
Analyze:You analyze the wasp earcuff and sense that the creator has provided the following information:
--------- DISGUISE ELIXIR ITEM - ANALYZE INFO ---------
This is a Disguise Elixir item. Depending on its setup, it will change the appearance of the race, culture, and/or gender of a character. This is a temporary effect -- not a permanent change.
This item provides an aesthetic disguise without any mechanical benefits. It is Tier 1 (of 2 currently).
The earcuff has 10 charges remaining. The item will NOT crumble when it is used up. Any willing merchant can recharge the item to have a maximum of 10 charges; some less frequent merchants may be able to recharge higher than that.
Each charge on this earcuff nets the character roughly 8 hours and 0 minutes of disguise time until the disguise is eliminated (either through naturally running its course, removing the item prematurely via PULL). There is a very rare chance during each charge cycle that the disguise will prematurely end on its own well before the full time has elapsed. Also note that death automatically ousts the disguise from a character.
The earcuff is set up to place the following aesthetic attributes on a character. Altering these settings may only be done on rare occasions by qualified persons; it is not a general merchant service.
Race: Half-Krolvin
Currently you are able to try to PUSH (to activate), PULL (to deactivate), LICK, and RUB (toggles item's visibility while active) the earcuff.
Aesthetic alterations to the item itself are acceptable -- they just must make sense for where the item is worn. Note that needles come out of the underside of the item, so nothing in the alteration should prevent that from logically occurring.
-----------------------------------------------------
|
125
|
a rose gold earcuff with jewel beetle-centered spiral slivers |
Weight: <1 pound |
ear-worn |
Disguise Elixir Item - Tier 1 (of 2 analyze
Analyze:You analyze the rose gold earcuff and sense that the creator has provided the following information:
--------- DISGUISE ELIXIR ITEM - ANALYZE INFO ---------
This is a Disguise Elixir item. Depending on its setup, it will change the appearance of the race, culture, and/or gender of a character. This is a temporary effect -- not a permanent change.
This item provides an aesthetic disguise without any mechanical benefits. It is Tier 1 (of 2 currently).
The earcuff has 10 charges remaining. The item will NOT crumble when it is used up. Any willing merchant can recharge the item to have a maximum of 10 charges; some less frequent merchants may be able to recharge higher than that.
Each charge on this earcuff nets the character roughly 8 hours and 0 minutes of disguise time until the disguise is eliminated (either through naturally running its course, removing the item prematurely via PULL). There is a very rare chance during each charge cycle that the disguise will prematurely end on its own well before the full time has elapsed. Also note that death automatically ousts the disguise from a character.
The earcuff is set up to place the following aesthetic attributes on a character. Altering these settings may only be done on rare occasions by qualified persons; it is not a general merchant service.
Race: Burghal Gnome
Currently you are able to try to PUSH (to activate), PULL (to deactivate), LICK, and RUB (toggles item's visibility while active) the earcuff.
Aesthetic alterations to the item itself are acceptable -- they just must make sense for where the item is worn. Note that needles come out of the underside of the item, so nothing in the alteration should prevent that from logically occurring.
-----------------------------------------------------
|
125
|
a glossy damselfly-set earcuff of warped black steel |
Weight: <1 pound |
ear-worn |
Disguise Elixir Item - Tier 1 (of 2 analyze
Analyze:You analyze the damselfly-set earcuff and sense that the creator has provided the following information:
--------- DISGUISE ELIXIR ITEM - ANALYZE INFO ---------
This is a Disguise Elixir item. Depending on its setup, it will change the appearance of the race, culture, and/or gender of a character. This is a temporary effect -- not a permanent change.
This item provides an aesthetic disguise without any mechanical benefits. It is Tier 1 (of 2 currently).
The earcuff has 10 charges remaining. The item will NOT crumble when it is used up. Any willing merchant can recharge the item to have a maximum of 10 charges; some less frequent merchants may be able to recharge higher than that.
Each charge on this earcuff nets the character roughly 8 hours and 0 minutes of disguise time until the disguise is eliminated (either through naturally running its course, removing the item prematurely via PULL). There is a very rare chance during each charge cycle that the disguise will prematurely end on its own well before the full time has elapsed. Also note that death automatically ousts the disguise from a character.
The earcuff is set up to place the following aesthetic attributes on a character. Altering these settings may only be done on rare occasions by qualified persons; it is not a general merchant service.
Race: Forest Gnome
Currently you are able to try to PUSH (to activate), PULL (to deactivate), LICK, and RUB (toggles item's visibility while active) the earcuff.
Aesthetic alterations to the item itself are acceptable -- they just must make sense for where the item is worn. Note that needles come out of the underside of the item, so nothing in the alteration should prevent that from logically occurring.
-----------------------------------------------------
|
125
|
an iridescent white satin moth earcuff backed by silver vines |
Weight: <1 pound |
ear-worn |
Disguise Elixir Item - Tier 1 (of 2 analyze
Analyze:You analyze the satin moth earcuff and sense that the creator has provided the following information:
--------- DISGUISE ELIXIR ITEM - ANALYZE INFO ---------
This is a Disguise Elixir item. Depending on its setup, it will change the appearance of the race, culture, and/or gender of a character. This is a temporary effect -- not a permanent change.
This item provides an aesthetic disguise without any mechanical benefits. It is Tier 1 (of 2 currently).
The earcuff has 10 charges remaining. The item will NOT crumble when it is used up. Any willing merchant can recharge the item to have a maximum of 10 charges; some less frequent merchants may be able to recharge higher than that.
Each charge on this earcuff nets the character roughly 8 hours and 0 minutes of disguise time until the disguise is eliminated (either through naturally running its course, removing the item prematurely via PULL). There is a very rare chance during each charge cycle that the disguise will prematurely end on its own well before the full time has elapsed. Also note that death automatically ousts the disguise from a character.
The earcuff is set up to place the following aesthetic attributes on a character. Altering these settings may only be done on rare occasions by qualified persons; it is not a general merchant service.
Race: Halfling
Currently you are able to try to PUSH (to activate), PULL (to deactivate), LICK, and RUB (toggles item's visibility while active) the earcuff.
Aesthetic alterations to the item itself are acceptable -- they just must make sense for where the item is worn. Note that needles come out of the underside of the item, so nothing in the alteration should prevent that from logically occurring.
-----------------------------------------------------
|
125
|
a leaf-shaped bronze earcuff housing tiny green fruit beetles |
Weight: <1 pound |
ear-worn |
Disguise Elixir Item - Tier 1 (of 2 analyze
Analyze:You analyze the bronze earcuff and sense that the creator has provided the following information:
--------- DISGUISE ELIXIR ITEM - ANALYZE INFO ---------
This is a Disguise Elixir item. Depending on its setup, it will change the appearance of the race, culture, and/or gender of a character. This is a temporary effect -- not a permanent change.
This item provides an aesthetic disguise without any mechanical benefits. It is Tier 1 (of 2 currently).
The earcuff has 10 charges remaining. The item will NOT crumble when it is used up. Any willing merchant can recharge the item to have a maximum of 10 charges; some less frequent merchants may be able to recharge higher than that.
Each charge on this earcuff nets the character roughly 8 hours and 0 minutes of disguise time until the disguise is eliminated (either through naturally running its course, removing the item prematurely via PULL). There is a very rare chance during each charge cycle that the disguise will prematurely end on its own well before the full time has elapsed. Also note that death automatically ousts the disguise from a character.
The earcuff is set up to place the following aesthetic attributes on a character. Altering these settings may only be done on rare occasions by qualified persons; it is not a general merchant service.
Race: Dwarf
Currently you are able to try to PUSH (to activate), PULL (to deactivate), LICK, and RUB (toggles item's visibility while active) the earcuff.
Aesthetic alterations to the item itself are acceptable -- they just must make sense for where the item is worn. Note that needles come out of the underside of the item, so nothing in the alteration should prevent that from logically occurring.
-----------------------------------------------------
|
125
|
a brushed platinum flower beetle earcuff |
Weight: <1 pound |
ear-worn |
Disguise Elixir Item - Tier 1 (of 2 analyze
Analyze:You analyze the flower beetle earcuff and sense that the creator has provided the following information:
--------- DISGUISE ELIXIR ITEM - ANALYZE INFO ---------
This is a Disguise Elixir item. Depending on its setup, it will change the appearance of the race, culture, and/or gender of a character. This is a temporary effect -- not a permanent change.
This item provides an aesthetic disguise without any mechanical benefits. It is Tier 1 (of 2 currently).
The earcuff has 10 charges remaining. The item will NOT crumble when it is used up. Any willing merchant can recharge the item to have a maximum of 10 charges; some less frequent merchants may be able to recharge higher than that.
Each charge on this earcuff nets the character roughly 8 hours and 0 minutes of disguise time until the disguise is eliminated (either through naturally running its course, removing the item prematurely via PULL). There is a very rare chance during each charge cycle that the disguise will prematurely end on its own well before the full time has elapsed. Also note that death automatically ousts the disguise from a character.
The earcuff is set up to place the following aesthetic attributes on a character. Altering these settings may only be done on rare occasions by qualified persons; it is not a general merchant service.
Race: Elf
Currently you are able to try to PUSH (to activate), PULL (to deactivate), LICK, and RUB (toggles item's visibility while active) the earcuff.
Aesthetic alterations to the item itself are acceptable -- they just must make sense for where the item is worn. Note that needles come out of the underside of the item, so nothing in the alteration should prevent that from logically occurring.
-----------------------------------------------------
|
125
|
an intricately detailed bronze grasshopper earcuff |
Weight: <1 pound |
ear-worn |
Disguise Elixir Item - Tier 1 (of 2 analyze
Analyze:You analyze the grasshopper earcuff and sense that the creator has provided the following information:
--------- DISGUISE ELIXIR ITEM - ANALYZE INFO ---------
This is a Disguise Elixir item. Depending on its setup, it will change the appearance of the race, culture, and/or gender of a character. This is a temporary effect -- not a permanent change.
This item provides an aesthetic disguise without any mechanical benefits. It is Tier 1 (of 2 currently).
The earcuff has 10 charges remaining. The item will NOT crumble when it is used up. Any willing merchant can recharge the item to have a maximum of 10 charges; some less frequent merchants may be able to recharge higher than that.
Each charge on this earcuff nets the character roughly 8 hours and 0 minutes of disguise time until the disguise is eliminated (either through naturally running its course, removing the item prematurely via PULL). There is a very rare chance during each charge cycle that the disguise will prematurely end on its own well before the full time has elapsed. Also note that death automatically ousts the disguise from a character.
The earcuff is set up to place the following aesthetic attributes on a character. Altering these settings may only be done on rare occasions by qualified persons; it is not a general merchant service.
Race: Dark Elf
Currently you are able to try to PUSH (to activate), PULL (to deactivate), LICK, and RUB (toggles item's visibility while active) the earcuff.
Aesthetic alterations to the item itself are acceptable -- they just must make sense for where the item is worn. Note that needles come out of the underside of the item, so nothing in the alteration should prevent that from logically occurring.
-----------------------------------------------------
|
125
|
an earcuff of platinum links inset with bloodstone crickets |
Weight: <1 pound |
ear-worn |
Disguise Elixir Item - Tier 1 (of 2 analyze
Analyze:You analyze the cricket earcuff and sense that the creator has provided the following information:
--------- DISGUISE ELIXIR ITEM - ANALYZE INFO ---------
This is a Disguise Elixir item. Depending on its setup, it will change the appearance of the race, culture, and/or gender of a character. This is a temporary effect -- not a permanent change.
This item provides an aesthetic disguise without any mechanical benefits. It is Tier 1 (of 2 currently).
The earcuff has 10 charges remaining. The item will NOT crumble when it is used up. Any willing merchant can recharge the item to have a maximum of 10 charges; some less frequent merchants may be able to recharge higher than that.
Each charge on this earcuff nets the character roughly 8 hours and 0 minutes of disguise time until the disguise is eliminated (either through naturally running its course, removing the item prematurely via PULL). There is a very rare chance during each charge cycle that the disguise will prematurely end on its own well before the full time has elapsed. Also note that death automatically ousts the disguise from a character.
The earcuff is set up to place the following aesthetic attributes on a character. Altering these settings may only be done on rare occasions by qualified persons; it is not a general merchant service.
Race: Sylvankind
Currently you are able to try to PUSH (to activate), PULL (to deactivate), LICK, and RUB (toggles item's visibility while active) the earcuff.
Aesthetic alterations to the item itself are acceptable -- they just must make sense for where the item is worn. Note that needles come out of the underside of the item, so nothing in the alteration should prevent that from logically occurring.
-----------------------------------------------------
|
125
|
a black steel earcuff wedged with tiny jeweled orchid mantises |
Weight: <1 pound |
ear-worn |
Disguise Elixir Item - Tier 1 (of 2 analyze
Analyze:You analyze the black steel earcuff and sense that the creator has provided the following information:
--------- DISGUISE ELIXIR ITEM - ANALYZE INFO ---------
This is a Disguise Elixir item. Depending on its setup, it will change the appearance of the race, culture, and/or gender of a character. This is a temporary effect -- not a permanent change.
This item provides an aesthetic disguise without any mechanical benefits. It is Tier 1 (of 2 currently).
The earcuff has 10 charges remaining. The item will NOT crumble when it is used up. Any willing merchant can recharge the item to have a maximum of 10 charges; some less frequent merchants may be able to recharge higher than that.
Each charge on this earcuff nets the character roughly 8 hours and 0 minutes of disguise time until the disguise is eliminated (either through naturally running its course, removing the item prematurely via PULL). There is a very rare chance during each charge cycle that the disguise will prematurely end on its own well before the full time has elapsed. Also note that death automatically ousts the disguise from a character.
The earcuff is set up to place the following aesthetic attributes on a character. Altering these settings may only be done on rare occasions by qualified persons; it is not a general merchant service.
Race: Half-Elf
Currently you are able to try to PUSH (to activate), PULL (to deactivate), LICK, and RUB (toggles item's visibility while active) the earcuff.
Aesthetic alterations to the item itself are acceptable -- they just must make sense for where the item is worn. Note that needles come out of the underside of the item, so nothing in the alteration should prevent that from logically occurring.
-----------------------------------------------------
|
125
|
a gold-on-copper hornet earcuff |
Weight: <1 pound |
ear-worn |
Disguise Elixir Item - Tier 1 (of 2 analyze
Analyze:You analyze the hornet earcuff and sense that the creator has provided the following information:
--------- DISGUISE ELIXIR ITEM - ANALYZE INFO ---------
This is a Disguise Elixir item. Depending on its setup, it will change the appearance of the race, culture, and/or gender of a character. This is a temporary effect -- not a permanent change.
This item provides an aesthetic disguise without any mechanical benefits. It is Tier 1 (of 2 currently).
The earcuff has 10 charges remaining. The item will NOT crumble when it is used up. Any willing merchant can recharge the item to have a maximum of 10 charges; some less frequent merchants may be able to recharge higher than that.
Each charge on this earcuff nets the character roughly 8 hours and 0 minutes of disguise time until the disguise is eliminated (either through naturally running its course, removing the item prematurely via PULL). There is a very rare chance during each charge cycle that the disguise will prematurely end on its own well before the full time has elapsed. Also note that death automatically ousts the disguise from a character.
The earcuff is set up to place the following aesthetic attributes on a character. Altering these settings may only be done on rare occasions by qualified persons; it is not a general merchant service.
Race: Giant
Currently you are able to try to PUSH (to activate), PULL (to deactivate), LICK, and RUB (toggles item's visibility while active) the earcuff.
Aesthetic alterations to the item itself are acceptable -- they just must make sense for where the item is worn. Note that needles come out of the underside of the item, so nothing in the alteration should prevent that from logically occurring.
-----------------------------------------------------
|
125
|
a silver tendril-wrapped hematite beetle earcuff |
Weight: <1 pound |
ear-worn |
Disguise Elixir Item - Tier 1 (of 2 analyze
Analyze:You analyze the hematite beetle earcuff and sense that the creator has provided the following information:
--------- DISGUISE ELIXIR ITEM - ANALYZE INFO ---------
This is a Disguise Elixir item. Depending on its setup, it will change the appearance of the race, culture, and/or gender of a character. This is a temporary effect -- not a permanent change.
This item provides an aesthetic disguise without any mechanical benefits. It is Tier 1 (of 2 currently).
The earcuff has 10 charges remaining. The item will NOT crumble when it is used up. Any willing merchant can recharge the item to have a maximum of 10 charges; some less frequent merchants may be able to recharge higher than that.
Each charge on this earcuff nets the character roughly 8 hours and 0 minutes of disguise time until the disguise is eliminated (either through naturally running its course, removing the item prematurely via PULL). There is a very rare chance during each charge cycle that the disguise will prematurely end on its own well before the full time has elapsed. Also note that death automatically ousts the disguise from a character.
The earcuff is set up to place the following aesthetic attributes on a character. Altering these settings may only be done on rare occasions by qualified persons; it is not a general merchant service.
Race: Human
Currently you are able to try to PUSH (to activate), PULL (to deactivate), LICK, and RUB (toggles item's visibility while active) the earcuff.
Aesthetic alterations to the item itself are acceptable -- they just must make sense for where the item is worn. Note that needles come out of the underside of the item, so nothing in the alteration should prevent that from logically occurring.
-----------------------------------------------------
|
125
|