The Weapons Shop
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The ledger on the table lists a few items and services not mentioned anywhere else in the shop onthe first page is details about items while onthe second page the ledger covers armors.


Specialty Weapons
The weapons listed here are made by special order only for the most part, only the wooden crossbow is ever keept in stock in the store at all times. Speak to the smith in the store should you want to order any of these items.

- Standard Crossbow, Wooden with 50 bolts 130 gold
- Standard Crossbow, Composite with 30 bolts, 170 gold
- Compound Crossbow, Metal with 30 bolts, 200 gold
- Compound Arquebus,  with 45 bolts, 250 gold

- Tessen, war fan: 75 gold
- Stilletto, throwing knives: 15 gold each
- Ghurkha, shaped short sword: 30 gold
- Morningstar, heavy mace: 110 gold
- Glaive, long edged spear: 105 gold
- Ti Ts'Ang, war hammer:  110 gold
- Short Bow, with 50 arrows: 65 gold
- Long Bow, with 50 arrows: 80 gold
- Tiger-Hook Swords (one pair): 180 gold
- Gladius, short sword: 40 gold
- Cutlass, saber: 50 gold
- Halberd, poleaxe: 120 gold
- One-handed Axe: 70 gold
- Pick Axe: 85 gold

Grand Master Grade Weapons
Very few people can weild these let alone lift them, while there is a grand master sword in the shop there is other weapons that are not on display due to difficulties of getting them into the shop.

Grand Mastery Mace
The Gm Mace is a six tined traditional mace which more resembles a  ridged metal club then anything else. However this item is best known for it's ability to shatter bone and wreak havock on armor. It has been said that these weapons are even a threat to mounted enemies as well.  One thing is certain, unlike the battle hatchet  this weapon is equally at home in tight quarters as it is in the open, but you cant turn it side ways to use as a improve sheild.
550 gold

Grand Mastery Battle Hatchet
The GM battle hatchet is as it's name suggests, a massive two-handed hatchet used typically in combat for crushing armored opponents in one clean swing. It is not a weapon for those who do not care for brutality as this weapon is messy, loud and  difficult at best to use in tight quarters.
700 gold

Grand Mastery Flail
The GM Flail works like any other ball and chain type mace but with a distinct difference, no handle could hope to support the weight of the spiked balls on the ends of the five chains. The chains are bound together by two large rings, that put the five chains in an exact line.  the wearer puts his or her hand through the two confining loops and if sufficiently skilled without magic can use the weapon like a traditional flail. If the user is adept in magic and physically able to handle the weapon, then the user might be able to animate the chains to near-fully control how they move when swung.
750 gold.

Grand Mastery Partizan
Often refered to as the entangler the partizan is a two sided spear, it works on the same basis as the corsesca but the spear has even more points  that can be used to ensare enemy tems or limbs allowing for a sharp pull or twist to dismember or break the aforementioned target free. Very few are skilled enough to use this weapon due to the immense amount of skill needed but the few who can are feared and respected.
600 gold


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Ye Olde Armours

In war there is thy need for thy to armour thy self that none may do thy harm, it is indeed a dangerous worlde we all live within.

Helms
Norman Helm: 60 gold
The norman helm only covers the top of the head and the bridge of the nose, it's domed as well and comes to a point giving modest protection being that it is solid metal.

Norman Helm with Aventail: 80 gold
It is almost identical to the norman helm but this helm bears a fringe of chain mail that protects the sides and back of the head as well as the neck.

Centurion Helm:  110 gold
The centurion helm has swinging plates that cover the neck and the sides of the face to add deffinate protection over either of the norman helms, it is also far more comfortable and spacious.

Imperial Centurion Helm:  125 gold
Very similar to the normal centurion helm but lacking the war fringe, and built of thicker steel this helm is meant for honor guard mostly and as such the helm is made of thicker steel and has ornamentation.

Corinthian Helm: 150 gold
The corinthian helm is the lowest priced all-metal full protective helm. It isn't pretty it's functional and the steel used to make it is tough and respectable. A good buy for someone looking for protection and function.

Knight's Helm: 200 gold
The sterotypical helm preferred by most knights, with a hinged and moveable jawline cover and hard locked  brow plate this rounded helm has become the gold standard of protection for knights and regular soldiers alike.

Crusader's Great Helm: 180 gold
The great helm is a large full protective helm that has no moving parts and protects everything fully it is typically worn over a smaller lighter helm with padding making it virtually impenetrable.

Sugarloaf Great Helm: 210 gold
The sugarloaf helm is identical in size to the crusader's helm but is more rounded allowing for far better hit reflection thus needing less padding; even so it is also a more ornate design too.

Living Armor - 2000 Gold
The living armor is a unique acheivement in battlefeild advances, the armor repairs itself, it can carry up to five enchantments, wards, runes or any sort of glyphs. The armor is semi-sentient, and not for the squeamish weak or those of questionable morality.
[OOC Information, the living armor has a few distinct advantages and disadvantages firstly it does connect to the wearer's mind if you weren't mentally stable before you will be far worse after. If the armor deems you unsuitable at the time of it merging it will reject you which tends to get messy, but also the armor is known to feed, of course  on what varies by the armor's master. Stat wise the armor acts like a second skin literally, it doesn't impede flexilility, and it will regenerate damage done to it at a rate of 1/8 per turn, but this ability ony goes into effect when the wearer is not making an attack. Typically the armor does amplify strength, cumulatively as your char becomes stronger so does the armor, as it adds an non-conditional +3 to strength that is if you use rp systems. On the same note the armor has only one known problem, extreme cold,  while it can cover effectively against psychic attacks unless theres a mental case inside extreme cold makes the armor go dormant of course the enchantments on it are still active, and as such it often takes a whole hell of a lot of cold to take effect. of course this Information isn't IC-useable until one either asks at the shop or finds out in combat ic-wise .]

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