Blade Shop
Aug 21, 2020 0:39:56 GMT -5
Post by Admin: Soul on Aug 21, 2020 0:39:56 GMT -5
Basic Blades
Must have Novice in Blade skill
Item | Description | Size | Price |
Dagger | A small compact blade that can be wielded in a single hand. It is lightweight enough to manipulate rather quickly and is small enough to hide or stash within clothing. While the blade is short, it is sharp enough to stab or slice, making it a very deadly and useful tool for quick and stealthy needs. -One enchantment slot- | 1 Point | 25 Solars |
Short Sword | A small sword that is double the length of a dagger but is still light enough to be wielded in a single hand. Due to its size the blade is normally held in a sheath or scabbard and can easily be withdrawn for quick access. Short swords are often wielded by close combat warriors looking to use their free hand for other uses. -Two enchantment slots- | 2 Points | 35 Solars |
Long Sword | A sword that is just a bit longer and heavier than a short sword. It is a versatile weapon that can be wielded with one or both hands, adding more swinging power and striking damage if held with both hands. The long sword is favored by soldiers or knights who can switch their stances or fighting styles in battle. -Two enchantment slots- | 3 Points | 45 Solars |
Great Sword | A massive cutter that is twice the size of a short sword and is massive in both length and weight. A deadly weapon that must be wielded with both hands and can deliver quite the blow. While it is heavier and slower, the impact of the blade is rivaled by few others. -Two enchantment slots- | 4 Points | 55 Solars |
Rapier | A unique finesse weapon that looks much like a long needle. Instead of having a flat bladed edge, the Rapier is a long pointed weapon that is light weight and nimble, excelling best at stabbing and piercing at medium distances. Can be wielded with one hand. -Two enchantment slots- | 2 Points | 30 Solars |
Scimitar | A large sword-like weapon that can be wielded with one or two hands, making it versatile when it comes to dueling or swinging. While it works like a normal sword, the single bladed edge and large end makes it optimal for chopping and cleaving. -Two enchantment slots- | 3 Points | 40 Solars |
Hand Ax | A small compact ax that can be wielded in a single hand. It is lightweight enough to manipulate rather quickly and is small enough to hide or stash within clothing. The small frame allows for quick hacking and slashing, allowing it to deliver many attacks at once. -One enchantment slot- | 1 Point | 25 Solars |
Battle Ax | A small Ax that is double the length of a hand ax but is still light enough to be wielded in a single hand. The head of the blade is a sharp ax head able to cleave and chop with great ease, attached to a wooden handle that allows the user to wield it with ease. Battle Axes are often wielded by close combat warriors looking to use their free hand for other uses. -Two enchantment slots- | 2 Points | 35 Solars |
Great Ax | The Great ax is a large heavy ax with a single bladed head that extends down a long wooden handle. While it can be wielded with one hand, it is much more effective when wielded with two, delivering large powerful strikes. With the head of the ax being heavy it makes blows from this weapon much harder and deadlier. -Two enchantment slots- | 3 Points | 45 Solars |
War Ax | Much like the Great ax, the War ax is a massive weapon with a bladed head meant for chopping and cleaving. However, this weapon comes with two ax heads at the end of its handle instead of one, allowing this weapon to be used much more wildly, with wielders using it to swing back and forth through enemies. -Two enchantment slots- | 4 Points | 55 Solars |
Fighting Knives | A pair of blades slightly larger than a dagger, wielded in one hand each and used for dueling. Fighting knives are thin blades, making them extremely sharp and light, allowing them to deliver a series of quick and nimble attacks. -One enchantment slot for each blade- | 2 Points | 35 Solars |
Sickle | A single handed curved blade normally used for farming and harvesting grain. The hooked shape of the blade allows for hooking limbs and catching other weapons. Both the outside and inside of the curve is sharp and can be used in a variety of ways. -One Enchantment slot- | 1 Point | 25 Solars |
Katana | A blade similar to the long sword, the Katana is often used in both hands and excels at quick slicing and thrusting. Masters of the katana wield it in large sweeping motions and deliver quick, cleaving slices that can cleanly chop through limbs. -Two enchantment slots- | 3 Points | 45 Solars |
Haladie Dagger | A Haladie dagger is simply a double sided dagger, having a single handle in the middle with two separate blades, one on either side of the handle. These blades work just the same as a normal dagger, but give you two sides to attack from. Skilled users can spin and twirl the blade around in amazing and deadly displays. -One enchantment slot- | 2 Points | 40 Solars |
Haladie Sword | A Haladie sword is a unique short sword that has two blades instead of one. A large handle sits in the center of two outstretched short sword blades. These blades work like a normal sword short, but give you two sides to attack from. Those who can wield this blade are terrifying warriors with amazing swordsmanship skills. -Two enchantment slots- | 3 Points | 50 Solars |
Bladed Whip | The bladed whip is a long, 10 foot leather cord with a small knife attached to the end of it. This weapon allows its user to strike foes from a distance with a bladed weapon, whipping and lashing around. In addition to cutting enemies, the whip can also wrap around enemies limbs or other objects. -One enchantment slot- | 2 Points | 35 Solars |
Blade Enchantments
Must have Master in Blade skill
Item | Description | Price |
Fire Rune | A Fire rune etched into the item causing the blade to appear a deep red. While this gives off no light the weapon does radiate heat in a small range. This rune causes the weapons attacks to burn like fire, searing flesh and burning clothing. -Can not be placed on a weapon with another elemental rune- | 30 Solars |
Earth Rune | An Earth rune etched into the item causing the blade to appear dark and like cracked earth. The weapon gives off an aroma of soil and dirt, masking the scent of the user of the weapon. Attacks from this weapon decay the skin and dry it out, causing anyone to use that part of the body to experience pain. -Can not be placed on a weapon with another elemental rune- | 30 Solars |
Water Rune | A Water rune etched into the item causing the surface of the blade to ripple like the surface of water. This weapon excels against fire and heat based items, quenching any item or spell that is fire based. This rune also makes the edge of the blade sharper, increasing its slicing power. -Can not be placed on a weapon with another elemental rune- | 30 Solars |
Ice Rune | An Ice rune etched into the item causing the blade to appear blue and giving off a cold sensation. Small icicles form across the item and attacks from this weapon deliver icy cold freezing wounds, preventing the use of that limb for the next post. -Can not be placed on a weapon with another elemental rune- | 30 Solars |
Wind Rune | A Wind rune etched into the item causing the blade to swirl with a gust of air, wind circling the item. The wind meshes with the sound of the natural air, causing this item to mask the owners foot steps. Slices with this weapon cause small blades of air to slice along with it, accompanying any strike with small tiny cuts in addition to the blades strike. -Can not be placed on a weapon with another elemental rune- | 30 Solars |
Lightning Rune | A lightning rune etched into the item causing static and lightning to streak across the weapon. The item crackles with energy causing any cuts or slices from the weapon to shock and paralyze the enemy. Effected parts of the body can not be used for the next post. -Can not be placed on a weapon with another elemental rune- | 30 Solars |
Holy | A Holy weapon radiates with calming and relaxing energy, filling allies with hope. This weapon is effective against undead creatures and deals extra damage to evil aligned people. After striking an enemy, allies of this weapons owner come to trust and respect the user while those who were struck now cower in the weapons presence. | 30 Solars |
Unholy | An Unholy weapon radiates with dark and evil energy, filling people around with dread. This weapon is effective against holy creatures and deals extra damage to good aligned people. After striking an enemy, those around are filled with fear and dread, afraid of the weapon and its owner. | 30 Solars |
Illuminate | An Illuminated weapon is one that can be turned on and off and is enchanted with a light spell. When activated the weapon will give off a soft glow. This light is bright enough to illuminate a small area of non magical darkness, allowing you to see where you normally could not. This light is not bright enough to blind anyone though. | 30 Solars |
Light | A light weapon is one that has been enchanted to weigh half the amount it normally would. This causes the weapon to move quicker as it can be wielded much more easily now. This lets you also wield a weapon that would normally require two hands with just a single hand now. | 30 Solars |
Heavy | A Heavy weapon is one that has been enchanted to weigh twice the amount it normally would. While this makes the weapon heavy and slower, it doubles its cutting or damage dealing ability. Strikes from this weapon are staggering and often deal insane amounts of damage. | 30 Solars |
Serrated | A serrated blade is one that has been etched and cut along the sharp edge of the weapon. This gives the blade a jagged saw like edge, making the blade saw through flesh and armor instead of slice. This tears flesh and creates wounds that can not be healed by healing spells. | 30 Solars |
Hooked | A hooked blade is a weapon that has had a sharp hook attached to the end of the weapons handle or pommel. Its a small steel hook at the end of the weapon that can be used to snag other weapons or hook into enemies flesh, ripping out chunks. | 30 Solars |
Poisoned | A poisoned blade has been enchanted to seep and ooze a liquid toxin from the weapon. Damage from this weapon deals acid damage and poisons the wound, making it boil and sting for the duration of the topic. | 30 Solars |
Item | Description | Price |
Double Strike | This enchantment allows the wielder to strike twice with a weapon while only making one attack. This lets you deliver two consecutive strikes in the same amount of time it would take to make one. | 30 Solars |
Life Link | This enchantment allows the wielder to heal from attacks landed against an enemy. After striking an enemy minor cuts, scraps and wounds will slowly heal up, giving the weapons wielder some rejuvenation. | 30 Solars |
Flash | This enchantment allows the weapon to give off a bright blinding flash, instantly blinding anyone who is looking in the direction of the item, including its wielder. This flash deals no damage but is strong enough to disorient and blind someone for a few seconds, making it hard to see. | 30 Solars |
Elongated | This enchantment adds an extra six inches to the length of the weapon, making its reach a bit longer than it normally would be. While retaining its normal abilities, this item will now have the reach of an item one size larger than it. | 30 Solars |
Blurring | This enchantment causes the weapon to blur as it is being used, making it harder to see and track. A blurred weapon can still be seen, but 50% of it is now faded, as if it is slowly turning invisible. This also leaves a trail of images behind as it is swung or used, confusing the target as to which is the real item. | 30 Solars |
Dashing | This enchantment buffs the user instead of the weapon, allowing the wielder to dash a very short distant while simultaneously striking, giving them the chance to close a gap and attack at the same time. The dash can be seen but gives them a spurt of energy. | 30 Solars |
Magic Blocker | This enchantment gives the item the ability to cut off ones access to their magical energy. If this weapon strikes a target's bare flesh (by cutting through fabric or armor), that target cannot summon their magical energy for their next post. Active effects will continue to persist, however they cannot use new spells. | 30 Solars |