Blunt Shop
Aug 22, 2020 0:09:54 GMT -5
Post by Admin: Soul on Aug 22, 2020 0:09:54 GMT -5
Basic Blunt
Must have Novice in Blunt skill
Item | Description | Size | Price |
Club | A club is a common weapon that can come in many different forms. Traditional clubs are one handed bashing weapons made of wood or stone and looks like large slabs. A non traditional club can be just about anything gripped in one hand, like a stick, chair leg or tree branch. -One enchantment slot- | 1 Point | 20 Solars |
Great Club | The great club is a bigger, heavier and deadlier version of the normal club. People can normally spot a great club simply by its size, as they can only be wielded with two hands and require an immense amount of strength to carry. Great Clubs are bashing weapons that hit hard and can knock someone's lights out. -Two enchantment slots- | 2 Points | 35 Solars |
Battle Hammer | The battle hammer is an upgrade from the club, a single handed rod fitted with a rounded or square piece of stone or metal. Battle hammers are light weight enough to carry and wield with just one hand, but still pack a punch and can deliver devastating blunt damage. The head of the hammer is often flat, giving it a large impact area. -Two enchantment slots- | 3 Points | 45 Solars |
War Hammer | The War Hammer is just a bigger, stronger version of the normal battle hammer. The hammer is so large it can only be wielded with two hands, as the end of the wooden or metal pole is fitted with a massive double sided hammer. The head is often stone or metal, with a flat surface for bashing and smashing. -Two enchantment slots- | 4 Points | 55 Solars |
Mace | A blunt weapon much like the club, a mace is a small single handed smashing weapon. What sets the mace apart is its fully rounded and edged head. The mace is normally fitted with a metal head that covers the entire end of the weapon, and instead of having a flat end, its rounded with several tiny blades, added a small amount of cutting power to the weapon. -One enchantment slot- | 2 Points | 35 Solars |
Morning Star | A small single handed weapon very similar to the mace. The morning star has a small metal ball attached to the end of its haft, with several half inch spikes sticking out of the metal ball. This makes it the perfection combination of bashing and stabbing. -Two enchantment slots- | 3 Points | 45 Solars |
Flail | The flail was created when someone took a morning star and removed the rod, switching it out for a chain. This incredibly dangerous weapon is the modern version of the morning star. Equipped with a chain between the spiked ball and handle, this weapon has increased reach and insane smashing power. -Two enchantment slots- | 4 Points | 55 Solars |
Nunchuka | The Nunchuka is a quick moving blunt weapon that is basically two small polished clubs attached together in the middle by a chain, rope or cord. The user can hold one of the clubs while swinging the other around to bash others. Skilled users can switch hands and sides frequently, waving the weapon around to create confusion and different angles to attack from. -One enchantment slot- | 1 Point | 35 Solars |
Leather Whip | A long thin piece of leather fashioned with a handle to be wielded. The whip is a very quick weapon that can be waved around or cracked, dealing very high amounts of blunt damage to a very isolated area. The whip can also be used to wrap around limbs or objects in battle. -One enchantment slot- | 2 Points | 35 Solars |
Fighting Sticks | A pair of short, thick, rounded sticks that can be firming gripped in either or both hands. These sticks are often used in quick, close combat, one for attacking and the other for defending. Those skilled with fighting sticks are agile, quick opponents with the ability to move from a defensive to offensive position in the blink of an eye. -One enchantment slot (applies to both sticks)- | 2 Points | 35 Solars |
Kanabo | The Kanabo is a massive, heavy wooden club fitted with metal studs that line the sides of this club. A two handed weapon that takes a moment to swing, but has been known to knock people unconscious with a single blow. The metal studs make this good against armor and walls as well, denting the surface and rendering it useless. -Two enchantment slots- | 4 Points | 50 Solars |
Blunt Enchantments
Must have Master in Blunt 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 |
Hooked | A hooked blunt is a weapon that has had a sharp hook attached to the end of the weapons handle or pommel. It's 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 |
Bashing | A weapon enchanted with a bashing rune makes its strike echo with energy and force. This makes it exceptionally good against shielded enemies. If a weapon enchanted with bashing strikes a shield, it will cause the shield to vibrate, forcing its owner to drop the shield. | 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 rejuvination. | 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, makings 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 |
Magic Blocker | This enchantment gives the item the ability to cut off one's 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 |