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Fairy Tail: Sins of Edolas

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Nearly 300 years after Fairy Tail's comeback in the Wizarding Games, Earthland calls for new heroes 

Tags: Fairy Tail, Earthland, Magic, Celestial Spirits, adventure 

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Vivi vampire
Captain

PostPosted: Mon Jul 21, 2014 8:59 pm


✾ Weapons have a maximum of 1 slot for a lacrima to be forged in them ✾

✾ Greater level weaponry and lacrima will require more AP to use ✾

✾ Characters with requip or the gunner as their primary magic are able to forgo the material charge. Weapon smithing fees and lacrima charges will still be included ✾


Weapon Creation
[b]Weapon Name:[/b]
[b]Weapon Type:[/b] (Sword, Mace, etc.)
[b]Weapon Materials:[/b]
-
-
-
[b]Weapon Damage:[/b]
[b]Weapon Description:[/b] (What does your weapon look like/have as a set?)
[b]Lacrima Slots Used:[/b] min/max
[b]Lacrima Used:[/b]
-
[b]Lacrima Effect(s):[/b]
-
[b]Total Cost:[/b]




S T A F F S
☩ Quarter Staff
The quarterstaff only deals blunt damage to foes, but its pretty light weapon that can be used very flexibly for combat.
Light damage: 40
Medium Damage: 50
Heavy Damage: 65
Fee 100,000

☩ Magic Staff
Commonly used by wizards throughout the magical world. It usually has a precious gemstone (lacrima) at the top for channeling magic.
Light damage: -
Medium damage: -
Heavy damage: -
Fee 100,000



D A G G E R S
☩Sica
A curved dagger with a blade about 16–18 inches long (40–45 cm).
Light damage: 40
Medium damage: 55
Heavy Damage: 70
Fee 30,000

☩Knightly Dagger
A cross-hilt dagger that resembles miniature sword with a blade between 8-14 inches
Light damage: 45
Medium damage: 55
Heavy damage: 65
Fee: 30,000 Jewel

☩Stiletto
A stiletto is a knife or dagger with a long slender blade and needle-like point, primarily intended as a stabbing weapon, blade between 6-8 inches.
Light damage: 50
Medium damage: 65
Heavy Damage: 80
Fee 30,000 Jewel

☩Parrying Dagger
These weapons were used as off-hand weapons in conjunction with a single-handed sword. As the name implies they were designed to parry, or defend, more effectively than a simple dagger form, typically incorporating a wider guard, and often some other defensive features to better protect the hand, as well. It may also be used for attack if an opportunity arises.
Light damage: 55
Medium damage: 70
Heavy damage: 80
Fee 35,000

☩Hunting Dagger
A wide and jagged blade 6-8 inches that is sturdy and easy to maneuver.
Light damage: 40
Medium damage: 55
Heavy damage: 65
Fee 35,000

☩Antler Knives
A pair of curved blade with pronged horns used in swift martial art movements.
Light damage: 60
Medium damage: 70
Heavy damage: 85
Materials needed:
Fee: 50,000

☩Emei Piercers
Thick needle like pins, typically used for assassination, that are used for a killing stab in a vital area; their small size makes them easy to go around armor and conceal, but they are fragile when colliding with other weapons or hard armor.
Light damage: 30
Medium damage: 40
Heavy damage: 55
Fee: 10,000

☩Twin Daggers
Long and narrow pair of daggers used for a wide variety of skills
Light damage: 60
Medium damage: 70
Heavy damage: 85
Fee: 50,000



S W O R D S
☩Short Sword
A heavy handed sword used for close combat.
Light damage: 65
Medium damage: 75
Heavy damage: 85

Fee 50,000 Jewel

☩Long sword
A long, tipped sword, heavy in hand that may require both hands to wield. Used for close to mid ranged melee fighting with a blade that ranged between 4-5ft
Light damage: 80
Medium damage: 100
Heavy damage: 110
Fee 100,000 Jewel

☩Rapier
A rapier is a slender, sharply pointed sword, ideally used for thrusting attacks, characterized by a complex hilt which is constructed to provide protection for the hand wielding it
Light damage: 80
Medium damage: 95
Heavy damage: 100
Fee 200,000

☩Claymore
The Scottish variant of the late medieval two-handed long sword. It is characterized as having a cross hilt of forward-sloping quillons with quatrefoil terminations. The blade reaches up to 55 inches and requires two hands to use
Light damage: 90
Medium damage: 100
Heavy damage: 115
Fee 300,000

☩Sabre
A sword that usually has a curved, single-edged blade and a rather large hand guard, covering the knuckles of the hand as well as the thumb and forefinger
Light damage: 70
Medium damage: 75
Heavy damage: 85
Fee 80,000 Jewel

☩Scimitar
A broad sided, fine edge, curved sword primarily used for fast and light slashing.
Light damage: 70
Medium damage: 75
Heavy damage: 85
Fee 80,000 Jewel

☩Butterfly Sword
A short pair of single-edged blades, the blade of a butterfly sword is roughly as long as a human forearm, which allows for easy concealment inside loose sleeves or boots, and allows greater maneuverability when spinning and rotating during close-quarters fighting.
Light damage: 70
Medium damage: 85
Heavy damage: 95
Fee: 110,000 Jewel

☩Hook Swords
An exotic Chinese weapon traditionally associated with northern styles of Chinese martial arts and Wushu weapons routines. These swords are characterized by the hooked ends, which can be used to graple each other and double their range. The brace of the swords have a concave blade for perrying and tipped butt to be used when the swords are hooked together and swung.
Light damage: 90
Medium damage: 110
Heavy damage: 120
Fee 300,000

☩Katana
A slightly curved blade with a razor side and rounded tip, meant for fast swipes.
Light damage: 80
Medium damage: 95
Heavy damage: 100
Fee 250,000

☩Nagamaki
a long sword with a blade that could be 2 feet or more and a handle that about equal length to the blade.[6] The blade was single-edged and it could resemble a naginata blade, but the main difference in how the blades were mounted was that the handle (tsuka) of the nagamaki was not a simple wooden shaft as in the naginata; it was made more like a katana hilt
Light damage: 80
Medium damage: 95
Heavy damage: 100
Fee 280,000



S C Y T H E S
☩Kusarigama
consists of a kama (the Japanese equivalent of a sickle) on a metal chain with a heavy iron weight at the end. Attacking with the weapon usually entailed swinging the weighted chain in a large circle over one's head, and then whipping it forward to entangle an opponent's spear, sword, or other weapon, or immobilizing his arms or legs. This allows the kusarigama user to easily rush forward and strike with the sickle
Light damage: 60
Medium damage: 70
Heavy damage: 85
Fee: 300,000

☩War Scythe
A long wooden shaft fitted with a metal end in an assortment of styles. When used skillfully, it can unleash devastating damage (or sever limbs if used by an expert)
Light damage: 80
Medium damage: 90
Heavy damage: 115
Fee: 300,000

☩Spetum
a long pole some 6–8 feet long on which was mounted a double headed scythe, making the shape of a crescent moon.
Light damage: 80
Medium damage: 90
Heavy damage: 120
Fee: 300,000

☩Kama
A hand held sized sickle weapon, often used in pairs, used in a similar fashion as the one handed ax but lighter and faster. The tip, swung with full force, can easily penetrate bone.
Light damage: 50
Medium damage: 65
Heavy damage: 75
Fee: 200,000 Jewel



P O L E . A R M S
☩Spear
A long shaft of wood (5-6ft) tipped with metal. Perfect for mid range melee combat or throwing.
Light damage: 60
Medium damage: 70
Heavy damage: 85
Fee 50,000

☩Lance
A metal shaft-pole with a tipped end that makes it a perfect charge weapon.
Light damage: 60
Medium damage: 70
Heavy damage: 85
Fee 60,000

☩Glaive
An ornately crafted pole-arm, resembling somewhat like a spear but in a larger assortment of longer metal heads.
Light damage: 80
Medium damage: 90
Heavy damage: 105
Fee 300,000

☩Halberd
A long, pole shafted ax headed spear
Light damage: 80
Medium damage: 95
Heavy damage: 110
Fee 300,000

☩Trident
A forked weapon that may have anywhere from 2-6 tips.
An ornately crafted pole-arm, resembling somewhat like a spear but in a larger assortment of longer metal heads.
Light damage: 70
Medium damage: 75
Heavy damage: 85
Fee 300,000

☩Naginata
An sharp edged pole-arm, resembling somewhat like a spear but in a larger and longer metal head.
Light damage: 80
Medium damage: 90
Heavy damage: 105
Fee 300,000

☩Pike
A two sided/tipped/bladed glaive/spear in which either end is both the weapon and the handle
An ornately crafted pole-arm, resembling somewhat like a spear but in a larger assortment of longer metal heads.
Light damage: 80
Medium damage: 90
Heavy damage: 115
Fee 300,000



H A M M E R S
☩One handed
A mallet of metal that is swung for blunt force injury
Light damage: 50
Medium damage: 65
Heavy damage: 80
Fee: 35,000

☩Two handed
Light damage: 90
Medium damage: 100
Heavy damage: 115
Fee: 250,000



M A C E S
☩Morning Star
A spiked mace that deals in a bleed status as well as blunt force
Light damage: 60
Medium damage: 70
Heavy damage: 85
Fee: 50,000

☩Flanged Mace
A mace with several protruding, bladed fins
Light damage: 60
Medium damage: 70
Heavy damage: 85
Fee: 50,000

☩Flail Mace
A wood shaft with the mace head tied on by a stretch of chain that can be used wildly or swiftly.
Light damage: 60
Medium damage: 70
Heavy damage: 85
Fee: 55,000



A X E S
☩One Handed Ax
A small ax that resembles a hatchet; small, bladed on one side, and light.
Light damage: 55
Medium damage: 65
Heavy damage: 75
Fee 35,000 Jewel

☩Double Ax
Much like the one handed ax, this ax has a second blade on its head to be swung in either direction
Light damage: 55
Medium damage: 65
Heavy damage: 75
Fee 35,000 Jewel

☩War Ax
A one sided, long-shaft, ax used with 2 hands
Light damage: 85
Medium damage: 100
Heavy damage: 110
Fee 50,000 Jewel

☩Two Sided Ax
A war ax bladed on 2 sides of its head
Light damage: 85
Medium damage: 100
Heavy damage: 110
Fee 55,000 Jewel



K N U C K L E S . & . C L A W S
☩Brass knuckles
Smoothed or spiked, the punching power of the user is greatly increased while recoil to their hand is kept steady. These are typically used in pairs, but it is not uncommon to have them singled. (forging 1 at a time)
Light damage: 50
Medium damage: 60
Heavy damage: 65
Fee: 20,000

☩Wolf Claws
Also called Pantera or Ninja Claws, the claws are fitted to go around a person's fist [insert wolverine reference here] for hacking, slashing, and stabbing at close range. (Forge 1 at a time)
Light damage: 70
Medium damage: 80
Heavy damage: 95
Fee: 50,000

☩Iron Reaver Claw
A sharp, fitted iron piece for a user's finger. 5 can be molded together for an iron glove.
Light damage: 20
Medium damage: 25
Heavy damage: 35
Fee: 7,000

☩Katar
Similar to a wolf-claw, this hand weapon is a wide and pointed blade that fits over the user's hand, primarily used for stabbing.
Light damage: 70
Medium damage: 80
Heavy damage: 95
Fee: 60,000

☩Gauntlets
An iron gloves that hits harder than a knuckle weapon, but is heavier and harder to conceal.
Light damage: 60
Medium damage: 70
Heavy damage: 75
Fee: 45,000



B O W S
☩Short Bow
A small wooden bow that does light damage and reaches a mid range of about 20ft
Light damage: 40
Medium damage: 45
Heavy damage: 50
Fee 25,000 Jewel

☩Long Bow
A longer bow of about 5.6ft that does a mild amount more damage than a short bow, but reaches up to 30ft
Light damage: 45
Medium damage: 50
Heavy damage: 55
Fee 27,000 Jewel

☩Eastern Long Bow
A bow standing between 6-8ft and reaches up to 45ft on average and 50ft when in the hands of an archer
Light damage: 40
Medium damage: 45
Heavy damage: 50
Fee 34,000 Jewel

☩Recurve Bow
A curvy bow that stands between 4-5ft, but allows a great deal of stress in its frame to shoot farthest with less effort. Depending on strength by the archer, the arrow can range anywhere between 20-95ft
Light damage: 70
Medium damage: 85
Heavy damage: 90
Fee 90,000 Jewel

☩Compound Bow
A bow with several strings to reach up to 100ft with little effort needed and precise pressure.
Light damage: 70
Medium damage: 85
Heavy damage: 90
Fee 300,000 Jewel

☩Cross Bow
A cranked bow, heavy in hand but can be kept loaded for hours, using smaller bolts that reach 50ft at constant--though requires a moment to reload.
Light damage: 50
Medium damage: 55
Heavy damage: 60
Fee 100,000 Jewel

☩A r r o w s
Count: 20
Fee 2,000 Jewe

☩B o l t s
Count: 30
Fee 2,000 Jewel


B O O M E R A N G S
☩Small Boomerang
A light boomerang that deals very light damage and returns to its wielder.
Light damage: 20
Medium damage: 25
Heavy damage: 30
Fee 10,000

☩Large Boomerang
A large standing boomerang of 5-7ft that can deal heavy damage if the user is strong enough.
Light damage: 20
Medium damage: 25
Heavy damage: 30
Fee 10,000 Jewel



G U N S
☩Pistol
A small hand gun with several chambers to hold a shot.
Fee 30,000

☩Sniper
A long barrel gun with a scope for long distance shots
Fee 100,000

☩Shot Gun
A gun who's shot spreads to never miss at close or mid range
Fee 50,000

☩Assault Rifle
A long barrel weapon with the capacity to fire multiple rounds in one short burst.
Fee 30,000

☩Machine Gun
A long barrel weapon that fires up to 20 rounds per second
Fee 300,000

☩Bazooka
A portable cannon that fires off a blast but needs time to recharge (60 seconds)
Fee 200,000

☩Grenade Launcher
A wide barrel gun that fires an explosive, but slow to reload: 1 grenade per 30 seconds at the fastest
Fee 300,000

☩Canon
A large and heavy gun that is slow to fire, but unleashes a large and destructive projectile that can shatter rock
Fee 30,000




W I P S & S E G M E N T S
☩Bull Whip
A long, leather whip capable of swift lashing strikes or to grab hold if swung properly.
Light damage: 40
Medium damage: 45
Heavy damage: 50
Fee 50,000

☩Chain Whip
A long whip made of chains and shafts for blunt hits at mid range
Light damage: 60
Medium damage: 75
Heavy damage: 80
Fee 100,000

☩Nunchucks
A 2-part wood weapon used for swift and blunt attacks
Light damage: 30
Medium damage: 35
Heavy damage: 40
Fee 20,000

☩3-seg staff
3 long shafts of wood that are connected by short chains to make for blunt hits at close-mid range
Light damage: 40
Medium damage: 45
Heavy damage: 50
Fee 30,000




L A C R I M A
Flame: Allows the weapon to be engulfed in flames, and adds searing burning damage to anything that the part of the weapon hits. Effect lasts 5 posts and costs 20 MP to activate the effect.
Cost: 250,000
AP Req.: 250

Lightning: Allows the weapon to spark up and adds 20% more damage (or 50% if oppoent is wet/in water). Effect lasts 5 posts and costs 20 MP to activate.
Cost: 250,000
AP Req.: 250

Wind: Allows the weapon to be engulfed in a whirl wind and adds 20% more damage while throwing the opponent 20ft back. Effect lasts 5 posts and costs 20 MP to activate.
Cost: 250,000
AP Req.: 250

Water: Allows the weapon to move water on a whim with a coordinating swing to fight the opponent or make way (cannot move lakes and other such large masses fully, but a small portion). Costs 40 magic per use of this effect.
Cost: 300,000
AP Req: 300

Earth: Allows the weapon to shift the landscape with a coordinating swing. to fight the opponent or make way. Costs 40 magic per use of this effect.
Cost: 300,000
AP Req.: 300

Lock On: All magical projectiles fired from the item equipped with this lacrima will seek out their intended target for 2 whole posts. After the second post, if the target hasn't been hit or if the magical projectile hasn't been blocked, the projectile will just continue on a blind path in the last direction it was headed. (only for gun or projectile weapons) Costs 20 MP per use.
Cost: 500,000
AP Req.: 500

Ammo: The gun equipped with this lacrima will no longer require its wielder to pay magic to fire their magical shots. However, after ten rounds fired, two entire posts of recharging are necessary. If pushed, beyond that limit, the lacrima and gun will explode, putting the wielder at great risk. This lacrima can only empower ranged weaponry.
Cost: 500,000
AP Req.: 500

Dark: Activating this lacrima in a weapon engulf the weilder and a 20ft radius in absolute dark. Effect lasts 5 posts and costs 40 MP to activate.
Cost: 550,000
AP Req.: 600

Light: Casts light around the users weapon that they are holding, and blinds a target in their following post when hit for 1 turn. Light effect lasts 5 posts and costs 40 MP to activate.
Cost: 600,000
AP Req.: 700

Blast: Creates explosions when making contact with objects the power is that of a small non-lethal explosion. However, B-rank damage is dealt and has a 30% chance of inflicting either a bleed or burn status.
Cost: 750,000
AP Req.: 3,000

Bust: This lacrima, used in blunt weaponry, ignores physical armor and 25% of magic induced armor. With this lacrima, solid objects are easily broken through.
Cost: 800,000
AP Req: 3,000

Crystal: This lacrima, used in sharp weaponry, ignores 50% physical armor and 25% of magic induced armor. With this lacrima, solid objects are easily cut through.
Cost: 800,000
AP Req.: 3,000

Shift: Changes the weapon into another. For instance, can turn a sword into a spear. Costs 60 magic to activate the effect.
Cost: 800,000
AP Req.: 2,500

Absorption: If the wielder of this lacrima hits an enemy, they will drain the enemy of 100 MP and transfer it to themselves. This effect can only be used if direct contact between the weapon and the target is made only 1 of these lacrima can be had per rpc's lifetime.
Cost: 1,110,000
Ap Req.: 10,000
 
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