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: 5, Armor: 25, 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: 10, Armor: 200, 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: 15, Armor: 45, 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: 5, Armor: 25, Shield: 25, 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: 5, Armor: 45, 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: 20, Armor: 100, 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: 25, Armor: 100, 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: 15, Armor: 45, 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: 40, Armor: 400, 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: 20, Armor: 300, 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: 5, Armor: 45, 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: 15, Armor: 85, Shield: 50, 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: 30, Armor: 300, Shield: 100, 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: 5, Armor: 23, Shield: 35, 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: 15, Armor: 65, Shield: 25, 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: 5, Armor: 25, 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: 30, Armor: 300, 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: 10, Armor: 65, 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: 5, Armor: 25, 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: 10, Armor: 45, 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: 25, Armor: 85, 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: 80, Armor: 875, Shield: 350, 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: 40, Armor: 625, Shield: 250, 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: 100, Armor: 1000, Shield: 460, 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: 10, Armor: 45, Shield: 40, 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: 40, Armor: 400, Shield: 250, 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: 100, Armor: 1000, Shield: 500, 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: 10, Armor: 25, Shield: 25, 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: 25, Armor: 100, Shield: 50, 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: 15, Armor: 65, Shield: 38, 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: 60, Armor: 875, Shield: 470, 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: 60, Armor: 750, 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: 100, Armor: 1000, Shield: 300, 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: 10, Armor: 45, Shield: 30, 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: 25, Armor: 100, Shield: 50, 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: 10, Armor: 45, Shield: 50, 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: 5, Armor: 25, 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: 10, Armor: 45, 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.