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Sample Items

The following items are samples for use throughout game play. There are many types of items to be found within Dark Side that are not found in this book. You may even work with your gamemaster to create additional items for your adventures.

Sample Weapons

These are a general selection of weapons found throughout the world to help get you started. These are some of the more common items you may run across, including basic, advanced, and some exotic weapons. There are many more weapons to be found. Each character can have 1-4 weapons sheathed on them at a time. Two-handed weapons take up 2 weapon spots while throwing weapons take 1 slot.

Quiwong Weapon Adaptations

The quiwong lack the proper faculties to use traditional weapons. They do however have the ingenuity to overcome this handicap to a degree. Smaller melee weapons such as daggers and maces have been adapted to use on their tails. While one handed firearms have been modified to attach to their gauntlets but hold an additional +5 penalty on attempt to dual wield. They have developed shoulder mounted versions of two handed firearms that have to be synced with a pair of targeting goggles. These weapons deal the same stats as the regular versions of the weapons. Most shops a player comes across in the game will have quiwong versions of weaponry and items found throughout the game may be modified to fit a quiwong player. When discussing adaptations with your gamemaster it is important you both take a grounded look at them as some weapons just do not work. If you throw a whip on your tail you will be more likely to hit yourself than your target.

Bow

Weapon: Short Bow, Roll: Dexterity, Ammo: Arrows, Rounds: 1, Damage: 1d6 Piercing, Range: Medium, Requirement: None, Special: None, Price: 329 Tarryns

Weapon: Longbow, Roll: Dexterity, Ammo: Arrows, Rounds: 1, Damage: 1d10 Piercing, Range: Long, Requirement: None, Special: None, Price: 540 Tarryns

Weapon: Tu’vacian Bow, Roll: Dexterity, Ammo: Arrows, Rounds: 1, Damage: 1d6 Piercing, Range: Long, Requirement: Bow Expertise, Strength +2, Special: Full Draw +1d6 Damage & +40' Range, Price: Gifted or Found Only

Dagger

Weapon: Dagger, Roll: Dexterity, Damage: 1d4 Piercing, Range: Melee, Requirement: None, Special: None, Price: 30 Tarryns

Weapon: Kukri, Roll: Dexterity, Damage: 1d4 Slashing, Range: Melee, Requirement: Dagger Proficient, Special: Critical decapitates target with weapon expertise., Price: 32 Tarryns

Weapon: Dagger of the Watchers, Roll: Dexterity, Damage: 1d4 Piercing, Range: Melee, Requirement: Dagger Proficient, Special: None, Price: Gifted or Taken

Sword

Weapon: Short Sword, Roll: Strength, Damage: 1d6 Piercing/Slashing, Range: Melee, Requirement: None, Special: None, Price: 80 Tarryns

Weapon: Scimitar, Roll: Strength, Damage: 1d6 Piercing/Slashing, Range: Melee, Requirement: Sword Proficient, Special: None, Price: 152 Tarryns

Weapon: Cobba, Roll: Dexterity, Damage: 1d6 Slashing, Range: Melee, Requirement: Sword Proficient, Special: Critical hit disarms target with weapon expertise., Price: 476 Tarryns

Weapon: Liquid Metal Sword, Roll: Strength, Ammo: Battery Pack, Rounds: 50 uses per battery., Damage: 1d6 Piercing/Slashing, Range: Melee, Requirement: Sword Proficient, Special: Concealable & Two Handed +1d4 Damage, Price: 10,183 Tarryns

Weapon: Rapier, Roll: Dexterity, Damage: 1d6 Piercing/Slashing, Range: Melee, Requirement: Sword Expertise, Special: Triple striking on critical while single wielding., Price: 330 Tarryns

Pistol

Weapon: Semi-Automatic Pistol, Roll: Dexterity, Ammo: Pistol Bullets, Rounds: 10, Damage: 1d6 Piercing, Range: Close, Requirement: None, Special: None, Price: 460 Tarryns

Weapon: Revolver, Roll: Dexterity, Ammo: Rifle Bullets, Rounds: 6, Damage: 1d8 Piercing, Range: Medium, Requirement: None, Special: None, Price: 228 Tarryns

Weapon: Sledge, Roll: Strength, Ammo: Shotgun Shells, Rounds: 3, Damage: 1d12 Piercing, Range: Close, Requirement: Pistol Expertise, Strength +3, Special: 1d4 Bleeding Damage, Price: 1,736 Tarryns

Rifle

Weapon: Bolt Action Rifle, Roll: Dexterity, Ammo: Rifle Bullets, Rounds: 10, Damage: 1d10 Piercing, Range: Long, Requirement: None, Special: None, Price: 410 Tarryns

Weapon: SDV-3, Roll: Dexterity, Ammo: Rifle Bullets, Rounds: 10, Damage: 2d8 Piercing, Range: Long, Requirement: Rifle Expertise, Special: None, Price: 3,952 Tarryns

Crossbow

Weapon: Light Crossbow, Roll: Dexterity, Ammo: Bolts, Rounds: 1, Damage: 1d6 + 1d4 Piercing, Range: Medium, Requirement: None, Special: None, Price: 438 Tarryns

Weapon: Durro Crossbow, Roll: Dexterity, Ammo: Darts, Rounds: 1, Damage: 1d6 Piercing, Range: Medium, Requirement: None, Special: None, Price: 124 Tarryns

Weapon: Dart Crossbow, Roll: Dexterity, Ammo: Darts, Rounds: 1, Damage: 1d4 Piercing, Range: Close, Requirement: None, Special: None, Price: 125 Tarryns

Weapon: Heavy Crossbow, Roll: Dexterity, Ammo: Bolts, Rounds: 1, Damage: 1d10 + 1d4 Piercing, Range: Long, Requirement: Crossbow Proficient, Special: None, Price: 685 Tarryns

Shotgun

Weapon: Pump Action Shotgun, Roll: Dexterity, Ammo: Shotgun Shells, Rounds: 8, Damage: 1d12 Piercing, Range: Close, Requirement: None, Special: 1d4 Bleeding Damage, Price: 250 Tarryns

Weapon: Semi-Automatic Shotgun, Roll: Dexterity, Ammo: Shotgun Shells, Rounds: 16, Damage: 1d10 + 1d8 Piercing, Range: Close, Requirement: Shotgun Proficient, Special: 1d4 Bleeding Damage, Price: 2,250 Tarryns

Staff

Weapon: Quarterstaff, Roll: Dexterity, Damage: 1d6 Bludgeoning, Range: Melee, Requirement: None, Special: None, Price: 25 Tarryns

Weapon: Gerston, Roll: Dexterity, Damage: 1d6 Bludgeoning, Range: Melee, Requirement: Level 3 Serpent of Kinja, Special: Shock can be cast through the gerston., Price: Gifted or Found Only

Weapon: Weaver’s Staff, Roll: Intelligence, Damage: 1d6 Bludgeoning, Range: Melee, Requirement: Mage, Special: Staff grants +10 to attacker/defender rolls involving illusion magic., Price: Gifted or Taken

Weapon: Tu’vacian War Staff, Roll: Dexterity, Damage: 2d8 Bludgeoning, Range: Melee, Requirement: Staff Proficient, Special: Gain 1 APR on critical. Effect cannot take place more than once a round., Price: Gifted or Taken

Thrower

Weapon: Shuriken, Roll: Dexterity, Damage: 1d4 Piercing, Range: Close, Requirement: None, Special: Thrower Proficient and Expertise allow for an addition shuriken., Price: 25 Tarryns

Weapon: Throwing Axe, Roll: Strength, Damage: 1d6 Slashing, Range: Close, Requirement: None, Special: None, Price: 38 Tarryns

Weapon: Dart, Roll: Dexterity, Damage: 1d4 Piercing, Range: Close, Requirement: Thrower Proficient, Special: Expertise allows for additional 2 darts thrown., Price: 52 Tarryns

Cobarri

Weapon: Basic Cobarri, Roll: Dexterity, Ammo: Pebbles, Rounds: 1, Damage: 1d4 Bludgeoning, Range: Medium, Requirement: None, Special: Used to fire enchanted pebbles, Price: 5 Tarryns

Falgus

Weapon: Basic Falgus, Roll: Dexterity, Ammo: Falgus Shells, Rounds: 1, Damage: Shell Based, Range: Medium, Requirement: None, Special: Fires Enchanted Shells, Price: 1,432 Tarryns

Axe

Weapon: 1 Handed Battle Axe, Roll: Strength, Damage: 1d6 Slashing, Range: Melee, Requirement: None, Special: Two Handed +1d4 Damage, Price: 150 Tarryns

Weapon: Bearded Axe, Roll: Strength, Damage: 1d6 Slashing, Range: Melee, Requirement: None, Special: Two Handed +1d6 Damage, Price: 180 Tarryns

Polearm

Weapon: Glaive, Roll: Strength, Damage: 1d10 + 1d4 Slashing, Range: Close, Requirement: None, Special: None, Price: 673 Tarryns

Weapon: Half Spear, Roll: Dexterity, Damage: 1d8 + 1d4 Slashing, Range: Melee, Requirement: None, Special: Can Be Thrown, Price: 80 Tarryns

Weapon: Spear, Roll: Dexterity, Damage: 1d10 + 1d4 Slashing, Range: Close, Requirement: None, Special: Can Be Thrown, Price: 260 Tarryns

Weapon: Halberd, Roll: Strength, Damage: 1d10 + 1d4 Piercing/Slashing, Range: Close, Requirement: Polearm Proficient, Special: None, Price: 336 Tarryns

Sub Machinegun

Weapon: Machine Pistol, Roll: Dexterity, Ammo: Machinegun Bullets, Rounds: 30, Damage: 1d4 Piercing, Range: Medium, Requirement: None, Special: Burst Fire, Price: 738 Tarryns

Weapon: Assault Rifle, Roll: Dexterity, Ammo: Machinegun Bullets, Rounds: 30, Damage: 1d4 Piercing, Range: Medium, Requirement: Sub Machinegun Proficient, Special: Burst Fire. Can switch to single shot long range fire at +1 difficulty., Price: 1,257 Tarryns

Whip

Weapon: Leather Whip, Roll: Dexterity, Damage: 1d6 Slashing, Range: Close, Requirement: None, Special: None, Price: 70 Tarryns

Weapon: Chain, Roll: Strength, Damage: 1d8 Bludgeoning, Range: Melee, Requirement: None, Special: None, Price: 10 Tarryns

Weapon: Severtree, Roll: Dexterity, Damage: 1d6 Slashing, Range: Close, Requirement: Level 5 Serpent of Kinja, Special: 1d12 Poison Damage for 2 Rounds, Price: Gifted, Serpents of Kinja Only

Hammer

Weapon: Club, Roll: Strength, Damage: 1d4 Bludgeoning, Range: Melee, Requirement: None, Special: None, Price: 18 Tarryns

Weapon: Mace, Roll: Strength, Damage: 1d6 Bludgeoning, Range: Melee, Requirement: None, Special: Two Handed +1d4 Damage, Price: 195 Tarryns

Weapon: Morning Star, Roll: Strength, Damage: 1d8 Bludgeoning, Range: Melee, Requirement: Hammer Proficient, Special: Two Handed +1d6 2 Damage, Price: 245 Tarryns

Weapon: Evdren Mace, Roll: Strength, Damage: 1d6 Bludgeoning, Range: Melee, Requirement: Hammer Proficient, Special: Deals an additional 2d6 Piercing damage to a target's with exposed armor. Critical strikes expose armor for 3 actions., Price: Gifted or Taken

Launcher

Weapon: Grenade Launcher, Roll: Dexterity, Ammo: Grenade Shells, Rounds: 6, Damage: 2d8 Bludgeoning, Range: Medium, Requirement: Room to fire., Special: 1d6 radial damage for 10 yards, Price: 2,078 Tarryns

Weapon: Rocket Launcher, Roll: Dexterity, Ammo: Rockets, Rounds: 1, Damage: 2d10 Fire, Range: Long, Requirement: Launcher Proficient. Room to fire., Special: 1d8 radial damage for 10 yards., Price: 5,932 Tarryns

Explosive

Weapon: Grenade, Roll: Strength, Damage: 3d6 Bludgeoning, Range: Medium, Requirement: None, Special: 10' Radius, Price: 83 Tarryns

Weapon: Stun Grenade, Roll: Strength, Damage: None, Range: Medium, Requirement: Explosive Proficient, Special: Stuns all in 10’., Price: 56 Tarryns

Weapon: Flash Grenade, Roll: Strength, Damage: None, Range: Medium, Requirement: Explosive Proficient, Special: 10’ Radial effect of a +5 difficulty to all rolls for 2 rounds., Price: 79 Tarryns

2 Handed Axe

Weapon: 2 Handed Battle Axe, Roll: Strength, Damage: 1d8 + 1d6 Slashing, Range: Melee, Requirement: Axe Proficient, Special: None, Price: 260 Tarryns

Weapon: Valgonni War Axe, Roll: Strength, Damage: 2d8 Slashing, Range: Melee, Requirement: Strength +3 and 2 Handed Axe Proficient., Special: None, Price: Found or Gifted

2 Handed Swords

Weapon: Long Sword, Roll: Strength, Damage: 1d8 Piercing/Slashing, Range: Melee, Requirement: None, Special: +1d4 2 Handed Damage, Price: 225 Tarryns

Weapon: Bastard Sword, Roll: Strength + Brawl, Damage: 1d6 + 1d8 Piercing/Slashing, Range: Melee, Requirement: Sword Proficient, Special: None, Price: 279 Tarryns

Colossal

Weapon: Chaos Blade, Roll: Strength, Damage: 1d6 + 1d10 Piercing/Slashing, Range: Melee, Requirement: Strength +4, 2 Handed Sword Proficient, Special: Can hit up to 3 melee ranged opponents per swing. Attacks require 2 APR for characters with Strength of less than +4., Price: 11,038 Tarryns

Weapon: Herald’s Might, Roll: Strength, Damage: 1d8 + 1d10 Bludgeoning, Range: Melee, Requirement: Strength +4, 2 Handed Hammer Proficient, Special: Critical knocks back opponents causing 1d6 additional slam damage to 2 opponents. Attacks require 2 APR for characters with Strength of less than +4., Price: 11,038 Tarryns

Energy Weapon

Weapon: Pulse Rifle, Roll: Dexterity, Ammo: Battery Cell + Plasma Tube, Rounds: 50, 2 Action Reload, Damage: 2d6 + 1d4 Energy, Range: Long, Requirement: Rifle Proficient, Special: Barrier Piercing, Price: 7,890 Tarryns

Weapon: Plasma Cannon, Roll: Dexterity, Ammo: Battery Cell + Plasma Tube, Rounds: 20, 3 Action Reload, Damage: 2d8 Energy, Range: Long, Requirement: Energy Weapon Expertise, Special: 1d6 radial damage for 10 yards., Price: 50,789 Tarryns

2 Handed Hammer

Weapon: War Hammer, Roll: Strength, Damage: 2d6 Bludgeoning, Range: Melee, Requirement: Hammer Proficient, Special: None, Price: 130 Tarryns

Weapon: Canthcian Ritual Club, Roll: Strength, Damage: 2d8 Bludgeoning, Range: Melee, Requirement: 2 Handed Hammer Proficient, Special: None, Price: Gifted or Found Only

Machinegun

Weapon: MX-7, Roll: Dexterity, Ammo: Machinegun Bullets, Rounds: 30, Damage: 1d4 Piercing, Range: Medium, Requirement: Sub Machinegun Proficient, Special: Full Automatic. Can switch to long range single shot firing at +2 difficulty., Price: 10,782 Tarryns

Weapon: MX-12, Roll: Dexterity, Ammo: Machinegun Bullets, Rounds: 30, Damage: 1d4 Piercing, Range: Medium, Requirement: Machinegun Proficient, Special: Full Automatic. Can switch to long range single shot firing at +1 difficulty., Price: 21,450 Tarryns

Wands

Weapon: Flame Wand, Roll: Intelligence, Damage: 1d4 Fire, Range: Medium, Requirement: Caster, Special: None, Price: 21,450 Tarryns

Weapon: Telekinetic Wand, Roll: Intelligence, Damage: 1d4 Bludgeoning, Range: Medium, Requirement: Caster, Special: None, Price: 21,450 Tarryns

Weapon: Healing Wand, Roll: Intelligence, Damage: 1d4 Healing, Range: Medium, Requirement: Caster, Special: None, Price: 21,450 Tarryns

Fist

Weapon: Koobari Hand Wraps, Roll: Strength, Damage: +1 Strike Damage, Range: Melee, Requirement: Strike Proficient, Special: +1 Attacker/Defender Roll, Price: 38 Tarryns

Weapon: Goraillian Strikers Gloves, Roll: Strength, Damage: +5 Strike Damage, Range: Melee, Requirement: Strike Expertise, Special: +1 Attack Per Round on Critical, Price: 540 Tarryns

Exotic Weapons

Weapon: Chain Hammer, Roll: Strength, Damage: 1d10 Bludgeoning, Range: Melee/Close, Requirement: Hammer Proficient + Whip Expertise, Special: Critical causes knockdown. Close range attack takes 2 actions., Price: 437 Tarryns

Weapon: 3 Section Spear, Roll: Dexterity, Damage: 1d10 Piercing/Slashing, Range: Melee, Requirement: Spear Expertise, Special: None, Price: 2,879 Tarryns

Weapon: Nunchaku, Roll: Dexterity, Damage: 1d4 Bludgeoning, Range: Melee, Requirement: None, Special: Expertise gives a combo strike when striking a target that is staggered., Price: 38 Tarryns

Weapon: Yingvig Whip, Roll: Intelligence, Damage: 1d4 Slashing, Range: Melee, Requirement: Whip Expertise, Special: The yingvig whip is a living weapon that links psychically with its wielder. Before it links at Expertise the whip is only usable as a dagger. After linking the whip can be used both ways and unleashes an intense poison effect that deals 2d6 per strike on critical attacks. Yingvig poison can only strike targets 3 times in a round., Price: Gifted or Found Only

Sample Armor

These are a general selection of armors found throughout the world to help get you started. These are some of the more common items you may run across, including basic, advanced, and some exotic armor. There are many more armors to be found.

Armor

Cloth Armor, Soak Rate: 2, Special: None, Requirement: Cloth Armor Proficiency, Price: 105 Tarryns

Leather Armor, Soak Rate: 3, Special: None, Requirement: Leather Armor Proficiency, Price: 225 Tarryns

Chain Mail Armor, Soak Rate: 4, Special: None, Requirement: Chain Mail Armor Proficiency, Price: 485 Tarryns

Scale Mail Armor, Soak Rate: 5, Special: -2 Defender, Requirement: Scale Mail Armor Proficiency, Price: 1,180 Tarryns

Plate Mail Armor, Soak Rate: 6, Special: -3 Defender, Requirement: Plate Mail Armor Proficiency, Price: 1,790 Tarryns

Defensive Body Armor, Soak Rate: 4, Special: +2 to Dexterity Roll. -1 Defender, Requirement: Leather Armor Proficiency, Price: 3,455 Tarryns

Back

Cloth Cape, Soak Rate: 1, Special: None, Requirement: Cloth Armor Proficiency, Price: 20 Tarryns

Back Type: Robe, Soak Rate: 2, Special: None, Requirement: Cloth Armor Proficiency, Price: 35 Tarryns

Back Type: Leather Coat, Soak Rate: 3, Special: None, Requirement: Leather Armor Proficiency, Price: 45 Tarryns

Back Type: Chain Mail Cape, Soak Rate: 3, Special: None, Requirement: Chain Mail Armor Proficiency, Price: 95 Tarryns

Spellweaver’s Robe, Soak Rate: 2, Special: Intelligence +1, Wisdom +1, Requirement: Cloth Armor Proficiency, Price: 2,398 Tarryns

Expan-O-Tech NW-5, Soak Rate: 3, Special: +2 to Dexterity Roll, Concealable as a long coat over street cloths., Requirement: Leather Armor Proficiency, Price: 7,203 Tarryns

Cloak of Le’varia, Soak Rate: 1, Special: Resists 12 points of fire damage per attack., Requirement: Cloth Armor Proficiency & Favor of the King, Price: Gifted or Stolen Only

Shields

Armor Type: Leather Buckler, Soak Rate: 1, Special: Shield Strike Deals 1d4 Damage + -1 APR on critical strike., Price: 40 Tarryns

Armor Type: Plate Buckler, Soak Rate: 3, Special: Shield Strike Deals 1d4 Damage + -1 APR on critical strike. +1 to Defender, Price: 340 Tarryns

Armor Type: Plate Shield, Soak Rate: 5, Special: Shield Strike Deals 1d6 Damage + -1 APR on critical strike. +2 to Defender, Price: 360 Tarryns

Armor Type: Defensive Buckler, Soak Rate: 3, Special: Infuriate on Defend success, Shield Strike Deals 1d4 Damage + -1 APR on critical strike. +1 Defender, Price: 550 Tarryns

Armor Type: Defensive Shield, Soak Rate: 5, Special: Infuriate on Defend success, Shield Strike Deals 1d6 Damage + -1 APR on critical strike. +2 Defender, Price: 680 Tarryns

Sample Worn Items

Name: Targeting Goggles, Location: Head, Price: 743 Tarryns, Description: These targeting goggles allow a ranged attacker to deal +4 damage with their ranged attacks.

Name: Alimar Gem, Location: Head, Price: 806 Tarryns, Description: The Alimar gem allows a healer to deal +4 healing to targets or self.

Name: Serpent’s Head Wrap, Location: Head, Price: Gifted, Description: This head wrap is gifted to a serpent by High Fang. It increases lightning damage by +4.

Name: Thrower’s Ring, Location: Arm, Price: 698 Tarryns, Description: This ring crafted at the Mountain of the Blade gives its wielder +4 damage when throwing charged shurikens.

Name: Ring of Shadows, Location: Arm, Price: 726 Tarryns, Description: This ring allows the wearer to deal +4 shadow damage when casting shadow based spells.

Name: Madrari, Location: Any, Price: Gifted or Found Only, Description: This extremely rare gem of the hasshee can be set in multiple objects and only the hasshee can unlock their full potential. The madrari adds +4 to any type of spell damage for other beings. A hasshee will not give up their madrari lightly.

Name: Reinforcing Pad, Location: Body, Price: 803 Tarryns, Description: This pad attaches under a character’s chest armor to soak +1 damage per attack.

Name: Nomad’s Guile, Location: Arm, Price: 714 Tarryns, Description: This arm band increases a vagabond’s accuracy with Dualist affixes by a +1 attacker bonus.

Name: Battle Caller’s Choker, Location: Head, Price: 723 Tarryns, Description: The spiked collar is designed to intimidate a fighter’s foes. It grants them a +1 to Roar.

Name: Sniper Goggles, Location: Head, Price: 768 Tarryns, Description: These goggles show a ranged attacker a target’s weak points, increasing the chance they will critical attack by 1.

Name: Shadow Stalker’s Necklace, Location: Head, Price: 786 Tarryns, Description: This necklace is infused with shadow magic and increases the chance the wearer can avoid detection while in stealth by 1. Shadow Stalker’s Necklace is only usable by those with the Stealth skill.

Name: Reflex Amp, Location: Arm, Price: 698 Tarryns, Description: This arm amplifier gives the wearer a slightly quicker draw. Reflex Amp increases the quick draw chance by +1.

Name: Ring of the Swindler, Location: Arm, Price: 790 Tarryns, Description: This ring is infused with psychic magic and increases the chance the wearer can correctly appraise an item by +1.

Name: Sure Grip Glove, Location: Arm, Price: 659 Tarryns, Description: This glove has a layer of nanite fiber across the palm and finger tips that realign to grip almost any kind of surface upon touch. The sure grip glove grant a +1 climbing success and 2 can be used for a +2 bonus.

Name: Fighter’s Plea, Location: Arm, Price: 869 Tarryns, Description: This arm wrap allows the fighter greater control of the battle, giving them +1 to Command Affixes.

Name: Koobari Wraps, Location: Body, Price: 847 Tarryns, Description: The koobari body wraps increases the chance of starting the arm drag takedown chain by +1.

Name: Ring of the Serpent, Location: Arm, Price: Gifted, Description: This ring is gifted to a serpent by their High Fang and allows the wearer to resist lightning damage. The ring casts 1d10 poison per round on none serpents wearing it.

Name: Spirit Bindings, Location: Arm, Price: 722 Tarryns, Description: This arm wrap is imbued with spirit protection and allows the wearer to resist spirit damage.

Name: Storm’s Pendant, Location: Head, Price: 740 Tarryns, Description: This pendant is imbued with air protection and allows the wearer to resist air damage.

Name: Energy Bindings, Location: Arm, Price: 736 Tarryns, Description: This body wrap is imbued with energy protection and allows the wearer to resist energy damage.

Name: Buckle of the Water, Location: Body, Price: 748 Tarryns, Description: This buckle is imbued with water protection and allows the wearer to resist water damage.

Name: Expan-o-Longbow, Location: Arm, Price: 1,250 Tarryns, Description: This gauntlet attachment from Expan-o-Tech Industries extends into a longbow. Deals 1d10 damage and is concealable with a cloak or long coat.

Name: Quiver of the Haven, Location: Body, Price: Gifted, Description: This quiver is gifted to the rangers of the Haven and grants them an additional action per round when using a bow and removes reload action between arrows.

Name: Mage’s Monocle, Location: Head, Price: 823 Tarryns, Description: This monocle is imbued with magical properties that allow the mage to extend their spells an additional 10’ range.

Name: Combat Scanner, Location: Head, Price: 1,838 Tarryns, Description: This headset scanner gives the wearer a detailed diagram of a target’s make up based on items equipped and worn, gaining +1 to Investigation.

Name: Alchemist’s Belt, Location: Body, Price: 268 Tarryns, Description: This specially designed belt allows a character to have multiple potions ready for use with little worry of breaking them. Negates the actions required to reach into your bag in combat. Alchemist’s Belt holds 3 potions and 2 spell balls.

Name: Necromancy Charm, Location: Head, Price: Gifted or Found Only, Description: This charm necklace grants a necromancer’s minion an additional free action per round.

Name: Bulletproof Vest, Location: Body, Price: 550 Tarryns, Description: This vest gives you a +3 soak rate and reduces 2d4 of piercing attack damage.

Name: Quiver, Location: Body, Price: 35 Tarryns, Description: This quiver allows for to ignore the reload action between firing arrows.

Sample Vehicles

These are some of the many vehicles found throughout the game that may be owned, traveled on, or battled. All players do not have access to all vehicles as some are gifted or earned through the player’s class.

Ground

Vehicle: Car, Hull: 25, Armor: 5, Shield: 0, Accuracy: n/a, Speed: 2, Maneuverability: 3, Nolda: No, Armaments: None, Haldre: None, Special: None, Requirements: Drive, Price: 12,000 Tarryns, Description: A small 4 wheeled vehicle that rolls across the ground. It seats up to 4 people and has a small trunk for storage.

Vehicle: Freight Truck, Hull: 200, Armor: 10, Shield: 0, Accuracy: n/a, Speed: 1, Maneuverability: 1, Nolda: No, Armaments: None, Haldre: None, Special: Freight truck can break through barricades., Requirements: Drive, Price: 38,000 Tarryns, Description: A midsized multi-wheeled transport truck used to haul goods from one place to another. It seats 2 in the cab and has a sleeping compartment for long hauls. The trailer can hold various items from store merchandise to missiles.

Vehicle: Patrol Jeep, Hull: 45, Armor: 15, Shield: 0, Accuracy: 3, Speed: 2, Maneuverability: 2, Nolda: No, Armaments: Turret Mount (2d8 x 2), Haldre: None, Special: None, Requirements: Drive, Price: 18,000 Tarryns, Description: A small armored truck with a gun turret mounted to it. The patrol jeep is used primarily for ground defense patrols it holds 3 passengers, the driver, and a gunner.

Hover

Vehicle: Hover Sled, Hull: 25, Armor: 5, Shield: 5, Accuracy: 2, Speed: 3, Maneuverability: 5, Nolda: Yes, Armaments: Machine Gun Mounts (2d4 x 2), Haldre: None, Special: None, Requirements: Drive, Price: 16,000 Tarryns, Description: A small one man hover vehicle with twin machine gun mounts. Primarily used by members of law enforcement.

Vehicle: Tythairan, Hull: 45, Armor: 5, Shield: 0, Accuracy: n/a, Speed: 4, Maneuverability: 2, Nolda: Yes, Armaments: None, Haldre: None, Special: None, Requirements: Drive, Price: 58,000 Tarryns, Description: The Tythairan is a very fast sport class hover vehicle owned primarily by the very rich. It has 2 seats and hardly any cargo room which makes it extremely un-functional but very fun to own.

Vehicle: Drop Ship, Hull: 100, Armor: 20, Shield: 0, Accuracy: 2, Speed: 2, Maneuverability: 4, Nolda: Yes, Armaments: Defense Turret (2d10 + 10 per gunner), Haldre: None, Special: None, Requirements: Drive, Price: Military, Description: A midsized combat troop transport used to drop soldiers into hot spots. These vehicles are normally crewed by 2 pilots and 2 gunners. Its deployment bay can hold up to 24 troopers.

Tank

Vehicle: Prowler, Hull: 100, Armor: 25, Shield: 0, Accuracy: 3, Speed: 1, Maneuverability: 2, Nolda: No, Armaments: Cannon (2d8 + 20), Rockets (2d4 + 10 per rocket, can fire 2 per round), Haldre: None, Special: None, Requirements: Drive, Price: Military, Description: A small heavy armored tank. The Prowler is slow moving though makes up for that in fire power. Its cannon can be fired at any direction and the two retractable rockets can be guided when fired at long range from the front of the tank. The Prowler holds a crew of three, the driver, cannon gunner, and the rocket gunner. Prowler holds six rockets per launcher and twelve to reload.

Vehicle: Defender, Hull: 45, Armor: 15, Shield: 0, Accuracy: 3, Speed: 3, Maneuverability: 2, Nolda: Yes, Armaments: Quad Machinegun Mounts (2d6 +10), Bomb (2d6 + 20), Haldre: None, Special: None, Requirements: Drive, Price: Military, Description: A small medium armored hover tank. The Defender is a one man quick attack tank with a bomb bay and quad machinegun mounts on its front end. The bomb bay holds eight bombs for the Defender to drop on its targets.

Vehicle: Heavy Drop Ship, Hull: 400, Armor: 40, Shield: 0, Accuracy: 4, Speed: 2, Maneuverability: 3, Nolda: Yes, Armaments: Assault Turret (2d8 + 20 per gunner), Haldre: None, Special: None, Requirements: Drive, Price: Military, Description: A midsized heavy armor combat troop transport used to drop soldiers into hot zones. These vehicles are normally crewed by 2 pilots and 2 gunners. Its deployment bay can hold up to 24 troopers.

Plane

Vehicle: Cargo Plane, Hull: 300, Armor: 20, Shield: 0, Accuracy: n/a, Speed: 3, Maneuverability: 3, Nolda: No, Armaments: None, Haldre: None, Special: None, Requirements: Aviator, Price: 98,000 Tarryns, Description: A midsized plane used to transport freight over long distances. Precious loads are usually shipped with escort fighters in case of piracy.

Vehicle: Fang, Hull: 45, Armor: 5, Shield: 0, Accuracy: 3, Speed: 5, Maneuverability: 3, Nolda: Yes, Armaments: Twin Machinegun Mounts (2d8 + 10), Missiles (2d20 + 20), Haldre: None, Special: None, Requirements: Aviator, Le’varia Allegiance, Price: Military, Description: A small one man fighter craft used primarily by the kingdom of Le’varia. The Fang is lightly armored but extremely fast and carries twin machine mounts and six missiles. The Fang is given to those pilots who have shown their worth to the Le’varian Military.

Vehicle: ArcRay, Hull: 85, Armor: 15, Shield: 10, Accuracy: 4, Speed: 2, Maneuverability: 4, Nolda: Yes, Armaments: Quad Machineguns (2d8 + 20), Missiles (2d20 + 20), Bombs (4d20 + 30), Haldre: None, Special: None, Requirements: Aviator, Price: Military, Description: The ArcRay is a two man multipurpose fighter. A slower fighter with high maneuverability and a large arsenal. The ArcRay has quad machine guns, eight missiles and two bomb bays with three bombs a piece.

Spatial

Vehicle: ODF Raven, Hull: 300, Armor: 30, Shield: 22, Accuracy: 2, Speed: 2, Maneuverability: 3, Nolda: Yes, Armaments: Beam Turret (2d20 + 30), Missiles (2d20 + 2d10 + 10), Haldre: None, Special: None, Requirements: Aviator, Price: Military, Description: The Orrillian Defense Force Raven is a midsized space transport ship. Equipped with beam turrets above and below the ship and missile tubes in the front for assault and defense. The Raven also has a large cargo hold used to transport goods, equipment, or troop back and forth between the colonies and the planet.

Vehicle: Wraith, Hull: 23, Armor: 5, Shield: 5, Accuracy: 1, Speed: 5, Maneuverability: 3, Nolda: Yes, Armaments: Pulse Mine (2d8 + 1 Round Stun), Haldre: None, Special: None, Requirements: Aviator, Price: Military, Description: A small two man surveillance craft used to intercept communication or scan vessels for contraband. Relying mainly on its powerful engines, the wraith is designed for a speedy escape and not direct combat. Its only weapon is a pulse mine that can temporarily disable a ship so that it can escape.

Vehicle: Phoenix, Hull: 65, Armor: 15, Shield: 20, Accuracy: 3, Speed: 2, Maneuverability: 5, Nolda: Yes, Armaments: Beam Cannon (2d10 + 30), Missiles (2d20 + 20), Machineguns (2d10 +10), Haldre: None, Special: None, Requirements: Aviator, Price: Military, Description: The Phoenix is a bird shaped single man space fighter with a massive beam cannon mounted on it. Armed with missile tubes and fixed machineguns for additional offense. The Phoenix is a highly maneuverable but rather slow ship which can frustrate some pilots but the maneuvering jets make it one of the more evasive ships around.

Copter

Vehicle: Watchbird, Hull: 25, Armor: 5, Shield: 0, Accuracy: n/a, Speed: 2, Maneuverability: 3, Nolda: No, Armaments: None, Haldre: None, Special: None, Requirements: Aviator, Price: 35,000 Tarryns, Description: A small two man helicopter that is used primarily by news agencies.

Vehicle: Hauler, Hull: 300, Armor: 30, Shield: 0, Accuracy: n/a, Speed: 1, Maneuverability: 2, Nolda: No, Armaments: None, Haldre: None, Special: None, Requirements: Aviator, Price: 1,100,000 Tarryns, Description: A midsized helicopter used to move heavy freight up and down levels in cities of industry.

Vehicle: V.F. Raptor, Hull: 65, Armor: 10, Shield: 0, Accuracy: 3, Speed: 4, Maneuverability: 3, Nolda: No, Armaments: Machineguns (2d12 + 5), Rocket(2d20 + 10), Turret Gun (2d6 +10), Haldre: None, Special: None, Requirements: Aviator, Price: 78,000 Tarryns, Description: The V.F. Raptor is a fast attack helicopter used commonly by smugglers and pirates to overtake shipments. They can also carry small loads as well that are commonly used to block their victim’s paths.

Boat

Vehicle: Speeder, Hull: 25, Armor: 5, Shield: 0, Accuracy: 1, Speed: 4, Maneuverability: 2, Nolda: No, Armaments: Machinegun Mount (2d8 + 10), Haldre: None, Special: None, Requirements: Seafarer, Price: 33,000 Tarryns, Description: A small vessel with high speed capabilities commonly used as patrol boats and fast response vessels. Some models are used as racing vessels and have an additional speed point.

Vehicle: Angler, Hull: 45, Armor: 10, Shield: 0, Accuracy: n/a, Speed: 2, Maneuverability: 3, Nolda: No, Armaments: None, Haldre: None, Special: None, Requirements: Seafarer, Price: 55,000 Tarryns, Description: A small fishing vessel used throughout the world.

Vehicle: Beach Stormer, Hull: 85, Armor: 25, Shield: 0, Accuracy: 3, Speed: 3, Maneuverability: 1, Nolda: No, Armaments: Turret Mount (2d12 + 10), Haldre: None, Special: None, Requirements: Seafarer, Price: Military, Description: A small armored troop delivery craft. Has a high speed to get the troops right onto the shore and treads to get the vessel back into the water.

Ship

Vehicle: Carrier, Hull: 875, Armor: 80, Shield: 60, Accuracy: 3, Speed: 2, Maneuverability: 2, Nolda: No, Armaments: Cannons (2d20 + 110), Missiles (2d20 + 4d10 + 100), Haldre: Spells x 4 or an added 4%., Special: None, Requirements: Seafarer, Price: Military, Description: A large sea vessel that is used by militaries to transport and house soldiers and craft for deployment. Carrier’s damage is based on the amount of gunners that are operating the armaments. It has four cannon placements, two missile tubes, and two haldre turrets available for use.

Vehicle: Cruise Liner, Hull: 625, Armor: 40, Shield: 50, Accuracy: n/a, Speed: 2, Maneuverability: 3, Nolda: No, Armaments: None, Haldre: None, Special: None, Requirements: Seafarer, Price: 2,000,000 Tarryns, Description: A large sea vessel used to take tourists to travel destinations and sail the world.

Vehicle: Battleship, Hull: 1000, Armor: 100, Shield: 60, Accuracy: 4, Speed: 2, Maneuverability: 2, Nolda: No, Armaments: Cannons (2d20 + 110), Missiles (2d20 + 2d10 + 100), Torpedoes (2d20 + 2d10 + 100), Haldre: Spells x 4 or an added 4%., Special: None, Requirements: Seafarer, Price: Military, Description: A large sea vessel with an equally large arsenal aboard as well as a thick hull. It houses six cannon placements, two missile tubes, two torpedo tubes, and four haldre turrets available for use.

Sub

Vehicle: F.A.S., Hull: 45, Armor: 10, Shield: 6, Accuracy: 3, Speed: 3, Maneuverability: 4, Nolda: No, Armaments: Laser Mounts (2d20), Torpedoes (3d20 + 10), Haldre: None, Special: None, Requirements: Seafarer, Price: Military, Description: The F.A.S. or fast attack submarine is the mainstay of any naval fleet. Used for dog fights underwater it is a great asset, able to swarm the enemy and take them out in a hurry. This one man attack sub is used all over the world.

Vehicle: Sub Carrier, Hull: 400, Armor: 40, Shield: 25, Accuracy: 3, Speed: 2, Maneuverability: 2, Nolda: No, Armaments: Laser Turret (1d20 + 2d10 + 10), Torpedoes (3d20 + 1d10 + 20), Haldre: Spells x 3 or an added 3%., Special: None, Requirements: Seafarer, Price: Military, Description: The sub carrier is an underwater submarine assault transport. Used to deliver squadrons into the battlefield and add additional fire power to the fight. The sub carrier is armed with two torpedo tubes, four laser turrets, and 2 haldre turrets. It also holds two squadrons of onboard.

Vehicle: Leviathan, Hull: 1000, Armor: 100, Shield: 70, Accuracy: 5, Speed: 3, Maneuverability: 4, Nolda: No, Armaments: Laser Turret (2d20 + 100), Torpedoes (2d20 + 2d10 + 100), Harpoon Cables (2d20), Haldre: Spells x 4 or an added 4%., Special: Harpoon cables grip and pull targets toward the Leviathan., Requirements: Seafarer, Price: Unique, Description: The Leviathan is an extremely large submarine controlled by a pirate crew. Its hull is covered in coral that gives it great stealth as it moves around the ocean. The Leviathan has been in operation for hundreds of years with no luck at bringing them to justice. Often the first attack by the crew is to launch the harpoons to pull in unsuspecting vessels.

Sholta

Vehicle: Caster Model, Hull: 25, Armor: 10, Shield: 5, Accuracy: 4, Speed: 3, Maneuverability: 4, Nolda: No, Armaments: Machinegun Turrets (2d6 + 20), Haldre: Spells x 2 or an added 2%., Special: None, Requirements: Sholta, Price: Military, Description: This light armored sholta is designed with mages in mind. Armed with only light shoulder machine turrets and haldre amplifiers the caster model sholtas have high maneuverability. Some models haldre amplifiers are replaced with a haldre blade for Order of the Blade members that deal 2d8 + 20 damage. Those models also often have the shoulder turrets removed.

Vehicle: Tank Model, Hull: 100, Armor: 25, Shield: 10, Accuracy: 4, Speed: 2, Maneuverability: 3, Nolda: No, Armaments: Machinegun Turrets (2d6 + 20), Mini Gun (2d8 + 20), Rockets (4d10 + 20), Haldre: None, Special: None, Requirements: Sholta, Price: Military, Description: This heavy armored sholta is designed for fighters. Armed with light shoulder machine turrets, a massive mini gun, and rockets the tank model can annihilate its foes in a matter of seconds.

Vehicle: Base Model, Hull: 65, Armor: 15, Shield: 7, Accuracy: 3, Speed: 3, Maneuverability: 3, Nolda: No, Armaments: Machinegun Turrets (2d6 + 20), Rockets (4d10 + 20), Sholta Axe (2d8 + 20), Haldre: None, Special: None, Requirements: Sholta, Price: Military, Description: This medium armored sholta is the starting design of all sholtas. Armed with shoulder machine turrets, rockets, and a massive axe. Some models replace one of the weapons systems for haldre amplifiers. The most versatile of the sholta designs, it is easy to operate for any class.

Junca

Vehicle: TDF Skull Base, Hull: 875, Armor: 60, Shield: 70, Accuracy: 4, Speed: 3, Maneuverability: 3, Nolda: Yes, Armaments: Laser Turrets (2d20 + 100), Missiles (2d20 + 4d10 + 100), Torpedoes (2d20 + 4d10 + 100), Haldre: Spells x 4 or an added 4%., Special: None, Requirements: Aviator, Price: Unique, Description: Thorn Defense Force’s Skull Base is the junca of Thorn’s elite troops the Skull Knights. The base is used to deliver the Skull Knights sholtas into the battlefield where it has always been victorious. Skull Base is armed with four torpedo tubes, four missile tubes, and twelve laser turrets.

Vehicle: Nazfrei, Hull: 750, Armor: 60, Shield: 0, Accuracy: 3, Speed: 2, Maneuverability: 3, Nolda: Yes, Armaments: Missiles (2d20 + 4d10 + 100), Haldre: Spells x 4 or an added 4%., Special: None, Requirements: Aviator, Price: Unique, Description: The Nazfrei is a junca of the Council of Mages. Crewed by over a thousand mages its offense and defense are primarily magical. There are a total of sixteen haldre turrets used for attack or defense depending on the situation. It also has four missile tubes on board.

Vehicle: The Maiden of Hope, Hull: 1000, Armor: 100, Shield: 70, Accuracy: n/a, Speed: 2, Maneuverability: 3, Nolda: Yes, Armaments: None, Haldre: None, Special: None, Requirements: Aviator, Price: Unique, Description: The Maiden of Hope is a medical junca of orrillian design. It is sent to areas of great trauma and disasters to assist the sick and wounded. While it has an incredible thick hull it has no ship to ship weaponry. There are haldre systems installed for use by medical mages within the trauma wards.

Valier

Vehicle: F.A.S. Advanced, Hull: 45, Armor: 10, Shield: 6, Accuracy: 3, Speed: 3, Maneuverability: 4, Nolda: Yes, Armaments: Laser Mounts (2d20), Torpedoes (3d20 + 10), Haldre: None, Special: None, Requirements: Aviator, Price: Military, Description: The F.A.S. Advanced is a fast attack submarine equipped with a nolda drive to allow it to dogfight in sea and sky as well. In the air the advanced uses its torpedo tubes as bombs instead. The advance is still a one man fighter.

Vehicle: H.A.D.V., Hull: 100, Armor: 25, Shield: 10, Accuracy: 3, Speed: 2, Maneuverability: 3, Nolda: Yes, Armaments: Laser Turret (2d8 + 20 per gunner), Rockets (2d10 + 10), Haldre: None, Special: None, Requirements: Aviator, Price: Military, Description: A Heavy Armored Drop Valier used to drop troops in the ocean or on land. They are used both to storm beaches and overtake vessels. The H.A.D.V. has one pilot, two gunners, and can hold up to 24 troopers.

Vehicle: Envoy, Hull: 45, Armor: 10, Shield: 10, Accuracy: n/a, Speed: 4, Maneuverability: 3, Nolda: Yes, Armaments: None, Haldre: None, Special: None, Requirements: Aviator, Price: 65,000 Tarryns, Description: The envoy is a light armored Valier used primarily to transport political figures. They are usually unarmed and have escort fighters accompanying them.

Special

Vehicle: Thrust Glider, Hull: 25, Armor: 5, Shield: 0, Accuracy: 3, Speed: 4, Maneuverability: 4, Nolda: Yes, Armaments: None, Haldre: Spell x 2 or an added 2%., Special: Spells from Blade Masters deal x 4 or an added 4%., Requirements: Order of the Blade, Price: Assigned, Description: A one man standing glider, the thrust glider is the main vehicle of members of the Order of the Blade. It is equipped with a nolda drive and engine pods to aid it in reaching gliding altitudes and for avoiding danger. A haldre system has been incorporated into the control handles and to the bladed wing tips for the use of channeling spells. The thrust glider may be loaned from time to time to a blade but they do not get their own until they have been promoted to Mentor.

Vehicle: Mage’s Mount, Hull: 0, Armor: 0, Shield: 0, Accuracy: n/a, Speed: 4, Maneuverability: 4, Nolda: No, Armaments: None, Haldre: None, Special: Mage is free to cast spells while mounted., Requirements: Mage, Price: Created, Description: A mage’s mount is an enchanted inanimate object given the ability to fly. They have a mental link to the mage that crafted them and obey their commands. Commonly made from brooms or carpets there have been many other forms such as Saphron Walter’s recliner.

Vehicle: Squad Car, Hull: 45, Armor: 10, Shield: 0, Accuracy: 2, Speed: 3, Maneuverability: 3, Nolda: Yes, Armaments: Light Machinegun Mounts (2d6 x 2), Tractor Beam (15% to immobilize vehicle), Haldre: None, Special: None, Requirements: Law Enforcement, Drive, Price: Assigned, Description: The various department squad cars of the world’s law enforcement are the beacons of justice. Cars equipped with a nolda drive, machineguns, and a tractor beam. The tractor beam immobilizes other small commercial vehicles allowing the officers to pull over traffic violators and suspects with the hopes of avoiding excessive damage in the process. Squad cars can hold two officers up front and up to three suspects in the back.

Miscellaneous Items

Ammo

Arrows, 10, Price: 25 tarryns

Bolts, 10, Price: 25 tarryns

Pistol Bullets, 50, Price: 19 tarryns

Rifle Bullets, 25, Price: 23 tarryns

Shotgun Shells, 16, Price: 21 tarryns

Pebbles, 10, Price: 3 tarryns

Falgus Shells, Price: varies

Machinegun Bullets, 60, Price: 34 tarryns

Grenade Shells, 6, Price: 43 tarryns

Half Bolts, 10, Price: 15 tarryns

Battery Cell, Price: 22 tarryns

Plasma Tube, Price: 35 tarryns

Sledge Shells, 12, Price: 28 tarryns

Battery Pack, Price: 12 tarryns

Rocket, Price: 125 tarryns

Trapping Supplies

Utility Knife, Price: 8 tarryns

Rope, 12’, Price: 14 tarryns

Pins, 6, Price: 12 tarryns

Wire, 10’, Price: 15 tarryns

Posts, 8, Price: 10 tarryns

Pressure Pad Detonator, Price: 112 tarryns

Argus Heart, Price: 36 tarryns

Venom Sack, Price: 33 tarryns

Small Explosive Pack, Price: 48 tarryns

Mesh Cover, 6’ x 6’, Price: 13 tarryns

Fire Oil, (N), Price: 13 tarryns

Explosive Pack, Price: 72 tarryns

Essence of Ice, (N), Price: 14 tarryns

Crafting Tools

Blacksmithing Hammer, Price: 34 tarryns

Clamp, Price: 32 tarryns

Protective Goggles, Price: 42 tarryns

Wire Cutter, Price: 12 tarryns

Welding Torch, Price: 52 tarryns

Magnifying Goggles, Price: 44 tarryns

Workbench, Price: 1,328 tarryns

Anvil, Price: 570 tarryns

Shaper, Price: 120 tarryns

Sanding Pad, Price: 12 tarryns

Carving Tool, Price: 15 tarryns

Portable Laboratory, Price: 2,536 tarryns

Brush, Price: 8 tarryns

Needle, 10, Price: 5 tarryns

Thread, Price: 12 tarryns

Computer, Technology 1, Price: 230 tarryns

Computer, Technology 2, Price: 580 tarryns

Computer, Technology 3, Price: 975 tarryns

Computer, Technology 4, Price: 1,349 tarryns

Computer, Technology 5, Price: 2,104 tarryns

Crafting Supplies

Sphere of Strength, Price: 250 tarryns

Sphere of Dexterity, Price: 250 tarryns

Sphere of Intelligence, Price: 250 tarryns

Sphere of Wisdom, Price: 250 tarryns

Sphere of Charisma, Price: 250 tarryns

Sphere of Constitution, Price: 250 tarryns

Strength Amplifier, Price: 250 tarryns

Dexterity Amplifier, Price: 250 tarryns

Intelligence Amplifier, Price: 250 tarryns

Wisdom Amplifier, Price: 250 tarryns

Charisma Amplifier, Price: 250 tarryns

Constitution Amplifier, Price: 250 tarryns

Iron Bar, Grade 1 Metal, Price: 10 tarryns

Steel Bar, Grade 2 Metal, Price: 25 tarryns

Silver Bar, Grade 3 Metal, Price: 75 tarryns

Vendrainium, Grade 4 Metal, Price: 146 tarryns

Galaruss Bar, Grade 5 Metal, Price: 204 tarryns

Crystalium Bar, Grade 5 Metal Substitute, Price: 204 tarryns

Cafepalis Body Plate, Grade 2 Natural Plate, Price: 48 tarryns

Draconia Shell, Grade 4 Natural Plate, Price: 179 tarryns

Coorabuck Scales, Grade 5 Natural Plate, Price: 248 tarryns

Oak, 2x4, Grade 1 Wood, Price: 10 tarryns

Valgonni, 2x4, Grade 2 Wood, Price: 25 tarryns

Billan, 2x4, Grade 3 Wood, Price: 75 tarryns

Kothac, 2x4, Grade 4 Wood, Price: 146 tarryns

Saloothian, 2x4, Grade 5 Wood, Price: 204 tarryns

Cloth, 1 Yard Grade 1 Fabric, Price: 10 tarryns

Silk, 1 Yard Grade 2 Fabric, Price: 25 tarryns

Banglas Silk, 1 Yard Grade 3 Fabric, Price: 75 tarryns

Eithi, 1 Yard Grade 4 Fabric, Price: 146 tarryns

Tarous Braid, 1 Yard Grade 5 Fabric, Price: 204 tarryns

Artamis Weave, 1 Yard Grade 5 Fabric Substitute (metal), Price: 248 tarryns

Coracki Hide, Grade 1 Leather, Price: 10 tarryns

Ichi Hide, Grade 2 Leather, Price: 25 tarryns

Stone Hide, Grade 2 Leather, Price: 25 tarryns

Pessaka Hide, Grade 3 Leather, Price: 75 tarryns

Jooga Hide, Grade 3 Leather, Price: 75 tarryns

Tu’vacian Leather, Grade 3 Leather, Price: 84 tarryns

Raiser Hide, Grade 4 Leather, Price: 146 tarryns

Halliran Hide, Grade 5 Leather, Price: 204 tarryns

Saludan Hide, Grade 5 Leather, Price: 204 tarryns

Fiberglass Block, Grade 1 Synthetic, Price: 10 tarryns

Carbonfiber Block, Grade 2 Synthetic, Price: 25 tarryns

Palier Block, Grade 3 Synthetic, Price: 75 tarryns

Nanofiber Block, Grade 4 Synthetic, Price: 146 tarryns

Drakel Block, Grade 5 Synthetic, Price: 204 tarryns

Nylon Cord, Grade 1 String, Price: 10 tarryns

Tremare Rope, Grade 2 String, Price: 25 tarryns

Nanofiber Cord, Grade 3 String, Price: 75 tarryns

Wahloon Rope, Grade 4 String, Price: 146 tarryns

Valgonni Rope, Grade 5 String, Price: 204 tarryns

Hydraxal Cable, Grade 1 Wire, Price: 10 tarryns

Olyx Wire, Grade 2 Wire, Price: 25 tarryns

Nano Cable Model 2, Grade 3 Wire, Price: 75 tarryns

Yakoma Comm. Wire, Grade 4 Wire, Price: 146 tarryns

Nano Cable Model 4, Grade 5 Wire, Price: 204 tarryns

Shaserata, Grade 1 Nanochip, Price: 50 tarryns

Shockwave 32, Grade 2 Nanochip, Price: 125 tarryns

Venom X4, Grade 3 Nanochip, Price: 375 tarryns

Shockwave 34, Grade 4 Nanochip, Price: 730 tarryns

Shockwave 35, Grade 5 Nanochip, Price: 1020 tarryns

Dahfantacildo 2, Grade 1 Processor, Price: 50 tarryns

Jallune R39, Grade 2 Processor, Price: 125 tarryns

Jallune R40, Grade 3 Processor, Price: 375 tarryns

Jallune S56, Grade 4 Processor, Price: 730 tarryns

Jallune S57, Grade 5 Processor, Price: 1020 tarryns

Gnoalgo 75, Grade 1 Graphical Interface, Price: 50 tarryns

Coisar 3, Grade 2 Graphical Interface, Price: 125 tarryns

Ionto 89, Grade 3 Graphical Interface, Price: 375 tarryns

Gnoalgo 76, Grade 4 Graphical Interface, Price: 730 tarryns

Ionto 90, Grade 5 Graphical Interface, Price: 1020 tarryns

Renear 4, Grade 1 Virtual Interface, Price: 50 tarryns

Aeldon 1, Grade 2 Virtual Interface, Price: 125 tarryns

Renear 5, Grade 3 Virtual Interface, Price: 375 tarryns

Aeldon 2, Grade 4 Virtual Interface, Price: 730 tarryns

Aeldon 3, Grade 5 Virtual Interface, Price: 1020 tarryns

Fallien, Grade 1 Display, Price: 50 tarryns

Ungri, Grade 2 Display, Price: 125 tarryns

Crystalium, Grade 3 Display, Price: 375 tarryns

Interactive, Grade 4 Display, Price: 730 tarryns

Holographic, Grade 5 Display, Price: 1020 tarryns

Fiberglass or Iron Frame, Grade 1 Frame, Price: 50 tarryns

Carbonfiber or Steel Frame, Grade 2 Frame, Price: 125 tarryns

Palier or Silver Frame, Grade 3 Frame, Price: 375 tarryns

Nanofiber or Vendrainium Frame, Grade 4 Frame, Price: 730 tarryns

Drakel or Galaruss Frame, Grade 5 Frame, Price: 1020 tarryns

Fiberglass or Iron Barrel, Grade 1 Barrel, Price: 50 tarryns

Carbonfiber or Steel Barrel, Grade 2 Barrel, Price: 125 tarryns

Palier or Silver Barrel, Grade 3 Barrel, Price: 375 tarryns

Nanofiber or Vendrainium Barrel, Grade 4 Barrel, Price: 730 tarryns

Drakel or Galaruss Barrel, Grade 5 Barrel, Price: 1030 tarryns

Fiberglass or Iron Trigger, Grade 1 Trigger, Price: 50 tarryns

Carbonfiber or Steel Trigger, Grade 2 Trigger, Price: 125 tarryns

Palier or Silver Trigger, Grade 3 Trigger, Price: 375 tarryns

Nanofiber or Vendrainium Trigger, Grade 4 Trigger, Price: 730 tarryns

Drakel or Galaruss Trigger, Grade 5 Trigger, Price: 1020 tarryns

Fiberglass or Cloth Grip, Grade 1 Grip, Price: 50 tarryns

Carbonfiber or Silk Grip, Grade 2 Grip, Price: 125 tarryns

Palier or Banglas Silk Grip, Grade 3 Grip, Price: 375 tarryns

Nanofiber or Vendrainium Grip, Grade 4 Grip, Price: 730 tarryns

Drakel or Tarous Braid Grip, Grade 5 Grip, Price: 1020 tarryns

Fiberglass or Iron Crystal Pack, Grade 1 Crystal Pack, Price: 50 tarryns

Carbonfiber or Steel Crystal Pack, Grade 2 Crystal Pack, Price: 125 tarryns

Palier or Silver Crystal Pack, Grade 3 Crystal Pack, Price: 375 tarryns

Nanofiber or Vendrainium Crystal Pack, Grade 4 Crystal Pack, Price: 730 tarryns

Drakel or Galaruss Crystal Pack, Grade 5 Crystal Pack, Price: 1020 tarryns

Alchemy Supplies

Alchemist Kit, Price: 136 tarryns

Healing Waters, Price: 32 tarryns

Vials, 10, Price: 25 tarryns

Spell Ball, Price: 12 tarryns

Fish Scales, Price: 28 tarryns

Venom Sac, Price: 34 tarryns

Waters of Time, Price: 28 tarryns

Feathers, Price: 26 tarryns

Fire Oil, Price: 32 tarryns

Essence of Ice, Price: 32 tarryns

Essence of Magic, Price: 30 tarryns

Blast Powder, Price: 28 tarryns

Stone, Price: 24 tarryns

Static Crystal, Price: 24 tarryns

Apoath Jelly, Price: 28 tarryns

Nullifying Agent, Price: 26 tarryns

Flash Powder, Price: 22 tarryns

Disease/Pharmaceutical Supplies

Arconic Fungus, Price: 88 tarryns

Zalen Rose, Price: 59 tarryns

Hadrillia Stone, Price: 82 tarryns

Coraki Venom Sac, Price: 42 tarryns

Blood Thinner, Price: 24 tarryns

Rainarou Stinger, Price: 49 tarryns

Elicerris Throat Needle, Price: 63 tarryns

Void Gland, Price: 57 tarryns

Greater Void Gland, Price: 134 tarryns

Greater Hadrillia Stone, Price: 157 tarryns

Extractant, Price: 67 tarryns

Suboth Fangs, 2, Price: 36 tarryns

Ghoetti Leaf, Price: 72 tarryns

Juarein Root, Price: 65 tarryns

Blood Bag, Price: 23 tarryns

Sphere of Charisma, Price: 250 tarryns

Sphere of Strength, Price: 250 tarryns

Sphere of Wisdom, Price: 250 tarryns

Sphere of Constitution, Price: 250 tarryns

Sphere of Dexterity, Price: 250 tarryns

Sphere of Intelligence, Price: 250 tarryns

Herbalism Supplies

Mortar & Pestle, Price: 10 tarryns

Bakun Sponge, Price: 35 tarryns

Seaweed Wrap, Price: 23 tarryns

Farousha Reed, Price: 33 tarryns

Korall Flower, Price: 38 tarryns

Saloothia Vine, Price: 69 tarryns

Noori Root, Price: 77 tarryns

Salt Cube, Price: 5 tarryns

Elra Moss, Price: 62 tarryns

Small Jar, 4, Price: 15 tarryns

Living Leaf, Price: 247 tarryns

Subi Thorn, Price: 44 tarryns

Maltia Fern, Price: 139 tarryns

Lunekur Leaf, Price: 325 tarryns

Aura Tea Leaf, 20, Price: 40 tarryns

Grave Moss, Price: 43 tarryns

Clareous Cactus, Price: 138 tarryns

Hynnlock Lily, Price: 146 tarryns

Plealatus Sap, Price: 158 tarryns

Vornin Ball, Price: 6 tarryns

Volnia Stalk, Price: 258 tarryns

Tylien Flower, Price: 698 tarryns

Potions

Healing Potion, Restores 10 Hp, Price: 24 tarryns

Healing Potion, Restores 20 Hp, Price: 46 tarryns

Healing Potion, Restores 30 Hp, Price: 88 tarryns

Healing Potion, Restores 40 Hp, Price: 150 tarryns

Healing Potion, Restores 50 Hp, Price: 232 tarryns

Strength Potion, Strength +5 for 2 Rounds, Price: 250 tarryns

Dexterity Potion, Dexterity +5 for 2 Rounds, Price: 250 tarryns

Charisma Potion, Charisma +5 for 2 Rounds, Price: 250 tarryns

Intelligence Potion, Intelligence +5 for 2 Rounds, Price: 250 tarryns

Wisdom Potion, Wisdom +5 for 2 Rounds, Price: 250 tarryns

Constitution, Constitution +5 for 2 Rounds, Price: 250 tarryns

‘Akinao Healing Waters’, Restores 5 Hp, Price: 130 tarryns

True Akinao Healing Waters, Restores 80 Hp, Price: 358 tarryns

Firearm Optional Parts

Suppressor, Pistol, Silence Weapon, Price: 56 tarryns

Suppressor, Rifle, Silence Weapon, Price: 72 tarryns

Suppressor, Machinegun, Silence Weapon, Price: 66 tarryns

Extended Pistol Clip, 20, Price: 26 tarryns

Pistol Clip, 10, Price: 14 tarryns

Rifle Clip, 5, Price: 12 tarryns

Extended Rifle Clip, 10, Price: 24 tarryns

Revolver Speed Loader, 1 Action Reload for Revolver, Price:10 tarryns

Machinegun Clip, 30, Price: 20 tarryns

Extended Machinegun Clip, 50, Price: 42 tarryns

Sledge Speed Loader, 1 Action Reload for Sledge, Price: 13 tarryns

Laser Sight, +1 Critical Bonus, Price: 120 tarryns

Scope, +1 Attacker Bonus, Price: 89 tarryns

Stock, Range Increased 6’, Price: 51 tarryns

Equipment

Standard Medical Bag, Price: 78 tarryns

Backpack, Price: 42 tarryns

Canteen, Price: 13 tarryns

Lock Pick, 10, Price: 5 tarryns

Medical Bag, Price: 322 tarryns

Relic of Purity, Price: 34 tarryns

Elixir of Life, Price: 347 tarryns

Orb of Cardoos, Price: 240 tarryns

Empty Falgus Shell, Price: 79 tarryns

Carved Wand, Price: 46 tarryns

Food

Vornin Ball, Price: 6 tarryns

Snack Bars, 6, Price: 4 tarryns

Coorabuck Filet, Serves 20, Price: 243 tarryns

Sordan Fish, Price: 12 tarryns

Coraki Meat, Price: 14 tarryns

Elris Meat, Price: 18 tarryns

Xingzer Ozwald Meat, Price: 24 tarryns

Saludan Meat, Price: 46 tarryns

Poga Meat, Price: 35 tarryns

Poga Egg, Price: 67 tarryns

Cuva Meat, Price: 58 tarryns

Draconia Meat, Price: 120 tarryns

Halliran Meat, Price: 241 tarryns

Pessaka Meat, Price: 183 tarryns

Rooca Meat, Price: 53 tarryns

Ichi Meat, Price: 76 tarryns

Scion Eyes, Price: 13 tarryns

Drink

Bottled Water, Price: 2 tarryns

Vodka, pint, Price: 15 tarryns

Milk, gallon, Price: 3 tarryns

Koba Juice, gallon, Price: 5 tarryns

Aura Tea, gallon, Price: 13 tarryns

Jalva Juice, gallon, Price: 6 tarryns

Beer, pint, Price: 11 tarryns

Goraillian Wine, pint, Price: 23 tarryns

Pacura Blood, pint, Restores 6 Bp, Price: 26 tarryns

Cojaro Blood, pint, Restores 6 Bp, Price: 26 tarryns

Vampire Blood, pint, Restores 6 Bp, Price: 12 tarryns

Grufia Blood, pint, Restores 6 Bp, Price: 32 tarryns

Tissarrid Blood, pint, Restores 6 Bp, Price: 28 tarryns

Shaross Blood, pint, Restores 6 Bp, Price: 28 tarryns

Habataki Blood, pint, Restores 6 Bp, Price: 32 tarryns

Quiwong Blood, pint, Restores 6 Bp, Price: 32 tarryns

Human Blood, pint, Restores 6 Bp, Price: 12 tarryns

Demolition Supplies

Gunpowder, Price: 34 tarryns

Flash Powder, Price: 47 tarryns

Luminous, Price: 41 tarryns

Bunta Dust, Price: 71 tarryns

Microwave Generator, Price: 92 tarryns

Pulse Generator, Price: 87 tarryns

Hydration Jelly, Price: 65 tarryns

Dehydrated Adhesive Silk, Price: 59 tarryns

Shrapnel, Price: 23 tarryns

Fire Oil, Price: 32 tarryns

White Phosphorus, Price: 54 tarryns

Coraki Venom Dust, Price: 25 tarryns

Detonator, Price: 44 tarryns

Grenade Casing, Price: 34 tarryns

Mine Casing, Price: 120 tarryns

Rocket Casing, Price: 356 tarryns

Rocket Motor, Price: 415 tarryns

Bomb Casing, Price: 1239 tarryns

Arming Device, Price: 248 tarryns

Missile Casing, Price: 2407 tarryns

Jet Engine, Price: 1869 tarryns

Guidance System, Price: 1577 tarryns

Targeting System, Price: 3189 tarryns

Explosive Tool Kit, Price: 86 tarryns

Loot Items

Stinger, Substitution for Coracki Venom Sac, Price: 24 tarryns

Raiser Head, Price: 450 tarryns

Jewels, Price: Need Appraised

Vormoth Head, Price: 134 tarryns

Zombie Head, Price: 32 tarryns

Fire Stone, Adds Aspect of Fire to Blacksmithing Weapons, Price: 849 tarryns

Ablarannu Stinger, Substitution for Coracki Venom Sac, Price: 67 tarryns

Bones, Skeleton Crafting Supplies, Price: 4000 tarryns

Talons, Can Replace Juarein Root, Price: 82 tarryns

Raven Feathers, Superior Grade Feathers, Price: 72 tarryns

Banglas Head, Gain Favor With Tymroc, Price: Found

Tymroc Head, Gain Favor With Banglas, Price: Found

Larnious Soul Orb, Adds Ghost Phase with Blacksmithing Armor, Price: 2400 tarryns

Forbuu Head, Price: 649 tarryns

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