Marksmen Shop
Aug 22, 2020 0:50:54 GMT -5
Post by Admin: Soul on Aug 22, 2020 0:50:54 GMT -5
Basic Marksmen
Must have Novice in Marksmen skill
Item | Description | Size | Price |
Short Bow | The short bow is a small piece of curved wood or metal fitted with a cord or string tied to either end. This causes the item to bow, giving it its name. The cord can be fixed with an arrow, pulled back, then fired at medium ranges. The short bow is a quick and accurate weapon, able to target enemies and fire with ranged attacks from a distance. -One enchantment slot (applies to ammo)- | 1 Point | 25 Solars |
Long Bow | The long bow is the larger brother of the short bow. A bigger, thicker piece of wood or metal is bowed together, allowing it to have a longer range than the short bow. However, because of this it is slower to fire and requires more strength to pull. Long bows require more concentration to fire, making them deadly at long ranges. -Two enchantment slots (applies to ammo)- | 2 Points | 35 Solars |
Light Crossbow | The crossbow is a modified version of the original bow. A contraption is built to hold smaller ammo known as bolts, which sit in a small groove, awaiting to be fired. When the trigger is pulled a cord will release the bolt, sending it out at medium ranges. The light crossbow is faster than a bow, but heavy and cumbersome. -One enchantment slot (applies to ammo)- | 3 Points | 45 Solars |
Heavy Crossbow | Much like its older cousins, the light crossbow has an older brother, the Heavy Crossbow. Bigger than its smaller version, the heavy crossbow hits harder and can be shot at longer ranges, but is incredibly heavy and must be held with both hands in order to be fired or reloaded. -Two enchantment slots (applies to ammo)- | 4 Points | 55 Solars |
Ninja Stars | The Ninja star is a small metal weapon in the shape of a star. With a small hole in the middle, this weapon is lined with several pointed and bladed edges. The star can be held in the hand and used as a stabbing or cutting weapon, or can be thrown to make it even more deadly. Ninja stars come in a pack of 10. -One enchantment slot- | 1 Point | 15 Solars |
Throwing Knives | Throwing knives are a collection of small hand held knives that can be easily concealed or held in the palm. Small than a dagger, they are perfect for close quarter fighting and are extremely quick. In addition to being deadly in close ranges, they can be thrown with deadly accuracy as well. Throwing knives come in packs of 5. -One enchantment slot- | 1 Point | 25 Solars |
Ammunition-Arrows | Arrows are the prime ammunition for Short and Long bows. Long, slim pieces of wood fitted with small stones or blades make arrows deadly. They can be nocked into the bow, pulled back, then fired to be launched from medium to long ranges. These arrows are perfect for piercing enemies at long ranges. Arrows come in packs of 20. -No enchantment slots- | 1 Point all ammo | 10 Solars |
Ammunition-Bolts | Bolts are smaller, heavier versions of the arrow. small pieces of wood or metal fitted with an arrow head at the end, these bolts can be placed in the crossbow and then fired. Since they are heavier they have increased piercing power, but are harder to wield and require more concentrations. Bolts come in packs of 15. -No enchantment slots- | 1 Point all ammo | 15 Solars |
Blow Gun | The blow gun is a small, often wooden or metal pipe that can be loaded with a dart. One can blow through the pipe to shoot out the dart at enemies. Blow guns are extremely easy to hide and conceal, and can often be used in crowded areas without being noticed. -One enchantment slot- | 1 Point | 20 Solars |
Ammunition- Darts | Darts are small metal objects that are sharp and easy to hide. They can be thrown with your bare hands or fired from an object such as a blow gun. Darts come in a pack of 10 and can be concealed very easily and are even easier to throw. -No enchantment slots- | 1 Point | 15 Solars |
Boomerang | A small wooden or steel curved object that is flat and easy to hold. It is a throwing weapon that not only has deadly accuracy but also holds a secret. The weapon is curved in a way that when throw, it will return back to its thrower following the same path it was thrown in. -One enchantment slot- | 1 Point | 25 Solars |
Ammunition- Slugs | A bag of 20 stone or steel balls, completely smooth and rounded. These can be used to throw much like a child would throw a rock. Because of their size they can be thrown very quickly and deal minor amounts of damage. They are useful for quick, rapid fire attacks from short to medium range. -No enchantment slots- | 1 Point | 15 Solars |
Sling Shot | A small leather pouch tied to the end with string, rope or cord. Tiny objects such as rocks or slugs can be slotted into the pouch which is then slung around or spun. One side of the sling can then be released to fling or throw the stored object at a target. -One enchantment slot- | 1 Point | 25 Solars |
Marksman Enchantments
Must have Master in Marksman 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 weapon's 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 footsteps. 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 blade's 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 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 nonmagical 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. This lets you also wield a weapon that would normally require two hands with just a single hand. | 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 heavier 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 |
Serrated | A serrated weapon 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 cannot be healed by healing spells. | 30 Solars |
Shrapnel | A weapon etched with a shrapnel rune is one that allows the ammo or weapon to explode upon impact. This is not a fire explosion, but instead blows the weapon (ammo) apart, sending tiny pieces of wood or metal flying in all directions. This shrapnel can cause hundreds of tiny cuts or even get in the eyes. | 30 Solars |
Item | Description | Price |
Dual Shot | This enchantment allows you to fire or throw two ranged projectiles with one shot or throw. This lets you fire two arrows at once, or throw two projectiles such as a dart or ninja star with one single throw action. | 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 |
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 |
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 |
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 |