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