Polearm Shop
Aug 21, 2020 21:02:42 GMT -5
Post by Admin: Soul on Aug 21, 2020 21:02:42 GMT -5
Basic Polearms
Must have Novice in Polearm skill
Item | Description | Size | Price |
Quarter Staff | A medium sized staff often made out of wood or solid material. This can be wielded with one or two hands but is often more effective when wielded in both hands. The quarter staff is effective at bashing and smashing and can normally be seen in the form of a walking stick or cane that doubles as a weapon. Effective at dealing damage from both sides or protecting yourself with the middle section. -One enchantment slot- | 1 Point | 25 Solars |
Javelin | A medium sized metal rod sharpened at the end into a point. Javelin's are thin and sleek, making them very effective at quick movements or even being thrown. This can be wielded with one or two hands and can even be thrown. The Javelin is useful at stabbing and piercing while still being good at protecting one self with the middle section. -One enchantment slot- | 2 Points | 30 Solars |
Spear | A spear is a larger more deadly version of the Javelin, a large pole made of wood or metal with a sharpened spear head on its end. Since it is heavier and larger than the Javelin, the spear is normally held with both hands, however can also be thrown. Spears are heavier making their stabbing and thrusting power higher as well. -Two enchantment slots- | 3 Points | 40 Solars |
Scythe | The Scythe is the larger cousin of the sickle, a crescent shaped blade on the end of a large pole. This pole can be made of wood or metal and gives its wielder a long reach with the weapon. Scythe masters can spin and twirl this weapon with great skill, making it a deadly tool. -Two enchantment slots- | 4 Points | 50 Solars |
Lance | A long pointed weapon, much like the spear, the Lance extends outwards, having one of the longest reaches of any polearm. The entire weapon extends downward into a cone shape, ending in a sharp point. The handle of the weapon normally is flared with a hand guard to protect the hand and arm when thrusting. -Two enchantment slots- | 3 Points | 40 Solars |
Glaive | Like most polearms, the Glaive is a weapon that sits at the end of a long wooden or metal rod. Fixated at the end of the pole is a large half moon blade, sharp and deadly with the cutting power equal to a sword. The reach of the blade allows for medium range attacks and athletic maneuvers. -Two enchantment slots- | 4 Points | 50 Solars |
Halberd | The Halberd is a modified Glaive, attaching a large ax head to the opposite side of the blade. This weapon is still wielded the same way you would a glaive or scythe, but offers two sides of deadly cutting power. The extra weight on the end of the blade makes it a bit harder to use, but increases its deadly potential. -Two enchantment slots- | 4 Points | 60 Solars |
Trident | A thrusting weapon, much like the spear, the Trident is a long poled weapon. But instead of a single bladed tip, the Trident extends into three, giving it three different stabbing points. In addition to its spear heads, the end of the trident can be used to hook or catch opposing weapons and makes it equally as good on the defense. -Two enchantment slots- | 4 Points | 60 Solars |
Crow Bill | A large polearm weapon with a hammer and pike attached to its end. It has the normal reach of an average polearm, but instead of being used to cut or stab, this weapon is extremely effective at bashing and tearing down defenses. -Two enchantment slots- | 4 Points | 50 Solars |
Paddle | A long wooden or steel paddle often used by long boats or ships to row into port. Having the average length of a normal polearm, this "weapon" is fitted with a flat wide end, which makes it excellent for smacking or whacking rats, cats and dogs. Also really hurts to get hit on the head by. -Two enchantment slots- | 3 Points | 40 Solars |
Polearm Enchantments
Must have Master in Polearm skill
Item | Description | Price |
Fire Rune | A Fire rune etched into the item causing the weapon 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. -Cannot be placed on a weapon with another elemental rune- | 30 Solars |
Earth Rune | An Earth rune etched into the item causing the weapon 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. -Cannot 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 weapon 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. -Cannot be placed on a weapon with another elemental rune- | 30 Solars |
Ice Rune | An Ice rune etched into the item causing the weapon 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. -Cannot be placed on a weapon with another elemental rune- | 30 Solars |
Wind Rune | A Wind rune etched into the item causing the weapon 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. -Cannot 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. Affected parts of the body cannot be used for the next post. -Cannot 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 weapon's 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 |
Poisoned | A poisoned polearm 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 |
Returning | A returning weapon has a specific rune etched into its surface which allows a weapon that has been thrown to return back to its owners hand. As if being summoned from a different realm, the weapon will vanish from its current location, and pop back into its owners hand. | 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 |
Thrusting | This enchantment causes the object to be used at a higher velocity, almost as if wind is propelling the weapon from behind. A thrusting weapon is much faster and gives off a whistling sound that can be heard warping around the item. | 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 |
Spinning | This enchantment allows the user to spin the weapon around their body in a fluid rotating motion, creating a short of field around them. This can be used to defend against attacks or block incoming ranged projectiles. | 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 |