-Weapons-Dagger: Small one-handed weapon. (-2 Attack Strength, +2 Attack Speed)
1 SP
Rapier: One-handed, long thin sword. Meant for stabbing, not cutting. (-1 Attack Strength, +3 Attack Speed)
2 SP
Shortsword: One-handed short-length sword. (+2 Attack Speed)
2 SP
Longsword: One-handed or 2-handed medium length weapon. (+1 Attack Speed, +1 Attack Strength)*
3 SP
Greatsword: Large 2-handed sword with long reach. (+2 Attack Strength)*
4 SP
Hatchet: One-handed weapon. (+1 Attack Strength)
2 SP
Axe: One or 2-handed weapon. (+2 Attack Strength, -1 Attack Speed)*
3 SP
Battle Axe: Large 2-handed weapon. (+3 Attach Strength, -1 Attack Speed)*
4 SP
Mallet: One-handed blunt weapon. (+2 Attack Strength, -2 Attack Speed)
2 SP
Mace: One or 2-handed blunt weapon. (+3 Attack Strength, -2 Attack Speed)*
3 SP
Warhammer: Large, heavy, 2-handed blunt weapon. (+4 Attack Strength, -2 Attack Speed)*
4 SP
Shortbow: Small, easy to use, and shoots quickly. (+1 Attack Speed)
2 SP
Longbow: Larger bow, fires arrows further. (+1 Attack Strength)
3 SP
Crossbow: Slow but strong. (+2 Attack Strength, -1 Attack Speed)
4 SP
Arrows: Shoot these with bows or crossbows. Comes in packs of 10.
1 SP
Buckler: Tiny little shield, works for deflecting blows from swords. (+1 Defense Speed)
2 SP
Hoplon: Medium-sized shield, good for general purpose protecting. (+2 Defense Strength)
3 SP
Scutum: Large, rectangular shield. (+4 Defense Strength, -2 Movement Speed)
4 SP
Wand: One-handed. (+1 Intel when held)
3 SP
Staff: One or 2-handed. (+2 Intel when held)
4 SP
*Bonus is halved and cost is doubled when one-handed.
-Armor-Steel Helmet: Protects your head. (+2 Defense Strength on Head)
2 SP
Steel Cuirass: Protects your torso and thighs. (+4 Defense Strength on Chest)
5 SP
Steel Gauntlet: Protects your arm. (Note: Only comes with 1) (+1 Defense Strength on Arm)
2 SP
Steel Greave: Protects your shin. (Note: Only comes with 1) (+2 Defense Strength on Leg)
2 SP
Chainmail: Protects your torso. (+3 Defense Strength on Chest)
3 SP
Leather Brigandine: Protects your torso. (+2 Defense Strength on Chest)
2 SP
Mage Hood: Magic defense! Wear on your head. (+1 Direct Magic Defense)
2 SP
Mage Cloak: Magic defense! Wear on your body. (+3 Direct Magic Defense)
5 SP
Mage Gloves: Magic defense! Wear on your hands. (Note: Only comes with 1) (+1 Direct Magic Defense)
2 SP
Mage Greaves: Magic defense! Wear on your shins. (Note: Only comes with 1) (+1 Direct Magic Defense)
2 SP
-Abilities-Mana Flow: Transfer Mana from yourself to another person/object/spell/area. (+1 Mana Base, +1 EE) (Cost 1)
1 SP
Mana Link: Create a link with an ally or object that allows the both of you to draw mana from each other. Can disable link any time. (+1 Link Base, +1 EE) (Cost 1)
1 SP
Leech: Transfer Mana from another being to yourself. (Requires "Mana Flow") (+2 Mana Base, +2 EE) (Cost 1)
1 SP
Power Flow: Boost your speed and strength (Requires "Mana Flow") (+1 Strength/Speed, +1 Strength/Speed EE) (Cost 2)
2 SP
Toughen: Solidify your body and armor temporarily, decreasing the amount of damage you take. You cannot move while under the effects of this ability. (Requires Power Flow) (+2 Defense Strength, +1 EE) (Cost 2)
3 SP
Shock Wave: Add an explosion/shockwave to impulse/blunt attacks. (Requires "Power Flow") (Cost 3)
3 SP
Razor Wave: Add a flying, cutting energy wave to slashing attacks. (Requires "Power Flow") (Cost 3)
3 SP
Thermic: Heat up things nearby. More energy, more heat. (Requires "Mana Flow") (Cost 2)
2 SP
Fire Ball: Shoot a fireball. It gets larger the more energy you put in. Can also ignite magic energy that isn't already in a spell (Requires "Thermic") (+1 Ignited Base, +1 EE) (Cost 3)
3 SP
Chill: Cool down things nearby. More energy, more cooling. (Requires "Mana Flow") (Cost 2)
2 SP
Ice Beam: Launch a blast of energy that freezes things on contact. Can also super-chill magic energy that isn't already in a spell. (Requires "Chill") (Cost 3)
3 SP
Shock: Electrify your body so it shocks anything that touches you with electricity. (Requires "Mana Flow") (Cost 2)
2 SP
Lightning Bolt: Launch a single bolt of lightning to strike a single target. (Requires "Shock") (Cost 3)
3 SP
Flare: Create a blinding light that lowers accuracy. More energy, longer debuff duration. (Requires "Mana Flow") (1 Turn Base, +1 Turn EE) (Cost 3)
3 SP
Haste: Increase your speed. More energy, more speed. (Requires "Flare") (+3 Speed, +2 Speed EE) (Cost 3)
4 SP
Accel Heal: Decreases the time a condition takes to disappear. More energy, more time is taken off. Can also stop bleeding. (Requires "Haste") (-1 Turn Base, -1 Turn EE) (Cost 2)
4 SP
Shadow: Create a field of darkness that cuts off vision and sound. More energy, longer duration. (Requires "Mana Flow") (1 Turn Base, +1 Turn EE) (Cost 3)
3 SP
Slow: Lower the speed of a nearby object/person or yourself. More energy, more slowing. (Requires "Shadow") (-1 Speed Base, -1 EE) (Cost 3)
4 SP
Spellbind: Increases the time a condition takes to disappear. More energy, more time is added. (Requires "Slow") (+1 Turn Base, +1 Turn EE) (Cost 2)
4 SP
Psion Guard: Buff that stops direct magic attacks. Stops spells if the guard's energy is equal to or higher than the attack. Lasts 1 turn. (Requires "Mana Flow") (+1 Mana Base, 1 EE) (Cost 1)
2 SP
Dispell: Depletes the Mana in spells or an area. (Requires "Psion Guard") (-1 Mana Base, -1 EE) (Cost 1)
3 SP
Addle Lance: Mentally incapacitates a target. More energy put in, longer duration. (Requires "Dispell") (+1 Turn Base, +1 EE) (Cost 2)
3 SP
Telekinesis: Move objects and matter remotely. More energy can move faster/lift heavier objects. (Requires "Power Flow," "Psion Guard") (Cost 3)
3 SP
Detonation: Detonate magic energy in an object, spell, or area. (Requires "Shockwave," "Psion Guard") (+1 Detonated Base, +1 EE) (Cost 3)
3 SP
Barrier: Create a magic plane that acts as a solid wall. More energy makes it stronger. Lasts 1 turn. (Requires "Telekinesis") (Cost 2)
4 SP
Spirit Summon: Create an artificial spirit, name it, and teach it some of your abilities. Starts with 0 Intel and 0 Mana. Vanishes if it has no Mana in 1 turn. (Requires "Addle Lance") (+1 Ability Base, +1 EE) (Cost 1)
4 SP
Spirit Boost: Increases a spirit's Intel. A spirit's maximum Mana is equal to its Intel. (Requires "Spirit Summon") (+1 Intel Base, +1 EE) (Cost 1)
0 SP
Spirit Learn: Give a spirit a magic ability that you currently have. A spirit does not need basic abilities to learn advanced ones. (Requires "Spirit Summon") (+1 Ability Base, +1 EE) (Cost 1)
0 SP
Spirit Command: Attach a detailed command to a spirit. Command overrides any existing one. Example:
~ Cast Detonation (MAX) on self if anything approaches. ~ (Requires "Spirit Summon") (Cost 1)
0 SP
-Other-Full Body Repair: Heals you completely.
2 SP
Potion of Ass Saving: Clears all conditions.
3 SP
Mage Stone: +5 maximum Mana.
5 SP
Bag of Holding: +2 Extra inventory spaces.
2 SP