There has to be some way to put the Eyelander and the Chargin Targe in...
The EyelanderUniqueDescription; HEADSHEADSHEADSHEADSHEADS
Damage; 6d5
Damagetype; Normal
Accuracy: 0
Clip; N/A
Firespeed; 1.5
Reloadspeed: N/A
Special;
Upon weilding, you will lose 5 of your max health.. however;
Each humanoid you kill (aka monsters with heads) gives you 1 - 2 hp back, stacks with vampyre respectly.
part 1/2 of close combat kit.
The Charging Targe UniqueWhen weilded, it will automaticly take the slot of prepared weapon and stay there.
Special; You will become half immune to all blast damage, but only half. Fire angel will override this.
Also you will gain alt fire to your current meelee (unless it has its own specific one allready) which allows you to charge 1 - 6 squares to a direction of your choice if there is an enemy near by. Charge deals extra damage depending on the leng charged. 1 -3 squares adds 35% more damage and a 4 - 6 squares charge deals a devastating double damage. Charging will tire you out after use.
Part 2/2 of close combat kit.
If Eyelander has spawned on a game, the changes of finding Charging targe increase significantly and visa versa
The EqualizerUniqueDescription; Ain't got time to bleed!
Damage; 3d4 - 4d4 - 4d5 - 5d5 - 6d5 - 6d6 - 7d6 - 7d7 - 7d8 -8d8 - 9d8 - 9d9
Damagetype; Normal
Accuracy: 0
Clip; N/A
Firespeed; 1
Reloadspeed: N/A
Special; The more hurt the user becomes, the more damage this weapon deals and increases the speed of the user. Starting with measly 3d4, raising up to deadly 9d9 when the user is almost dead. Speed bonus start at wounded raising to 30% when almost dead.