Unarmed Shop
Aug 22, 2020 20:02:57 GMT -5
Post by Admin: Soul on Aug 22, 2020 20:02:57 GMT -5
Basic Unarmed
Must have Novice in Unarmed skill
Item | Description | Price |
Bare Hands | While most people can throw punches and use their hands to attack, only those who have trained and mastered the art of hand to hand combat have truly turned their fist into weapons. This upgrade gives bare hand users the edge, allowing their hands to act like small clubs. -One enchantment slot (applies to both hands)- | 15 Solars |
Claws | Claws are small pronged blades fashioned to mimic cat or lion claws. These are fitted over the top of the hand and give the user the ability to claw with them. This also frees up their hands to use other things while the claw rest atop their hands. The claws can be worn on one hand, or on both. -One enchantment slot (applies to both hands)- | 35 Solars |
Punching Dagger | Punching Daggers are hand held knives, single blades fixed to a small handle. The handle can be held in the hand, allowing the knife to rest on the knuckles. This weapon is used for punching, stabbing and even can be used to block other bladed attacks. Due to being held, this item does not allow for the hand to be used while its wielded, much like a sword. -One enchantment slot (applies to both hands)- | 25 Solars |
Knuckle Knife | The knuckle knife is a unique weapon, created from a set of brass knuckles, this item is a small metal set of knuckles that allows its user to fit their fingers inside of the rings. This covers the knuckles in a metal coating, letting them punch or block with their knuckles. Additonally a small metal spike or blade sticks out from the side, giving it extra punching power. -One enchantment slot (applies to both hands)- | 25 Solars |
Wrist Launcher | Wrist launchers are the bare handed fighters attempt to combat ranged attackers. A small set of tubes are fastened to the users wrist or forearm, set with a series of cords or strings. The user can pull one of these cords to fire out a very small but sharp needle. These are mid ranged weapons that give the combatant some range. Each set comes with 10 needles, five on each wrist. -No enchantment slots- | 35 Solars |
Unarmed Enchantments
Must have Master in Unarmed 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 |
Deflective | An unarmed item enchanted with a deflective rune makes it exceptionally good at disarming other attacks. They can be used to catch ranged or thrown physical attacks, such as arrows or spears. If caught the ranged item can be thrown back and used for its own offense. | 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 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 |
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 users bare flesh (by cutting through fabric or armor) that target can not summon their magical energy for their next post. Active effects will continue to persist, however they can not use new spells. | 30 Solars |