Magical Equipment covers items you may encounter that provide a supernatural advantage or effect upon the user. Their rarity depends on the location you are in; a city or hi-tech lab will have next to none, whereas a rural area with high cult activity will most likely have one or two around. It's worth noting to all field agents that certain magical items are rare, but not unique. This section is split into two; items that aren't unique, and those that are. The different is important; unique items more often than not have incredible power and will be referred to as artifacts. Don't be mistaken into thinking ununique magical items are mundane however, as they still have great power.
The Amulets are relatively common, as far as magic items go, but are still a valuable asset. These provoke a health boost in the user, as well as boosting their vitality for a period of roughly a day. Holders of magical amulets say that they feel stronger the more they hold, however the effects wear off after a 24 hour period. Picking up a amulet will boost your maximum health by a small amount - collecting more will increase this amount. Although not permanant, this effect is still of great use to any agent.
A megasphere is described as a hovering ball of golden light, with a sinister visage of a skull floating within. Anybody would be mistaken for thinking that the megasphere is dangerous because of this, however this could not be further from the truth. Upon taking the sphere, the holder is flooded with a burst of strength - increasing their vitality to superhuman levels, as well as creating the holder's preferred form of heavy armour on their body. As one can imagine, this makes a megasphere an absolutely invaluable item to have, and can turn a single agent into a deadly force to be reckoned with. The only downside to the Megasphere is it's rarity, and the fact that it's effects only work to a certain level regarding Health - anybody with an already high health capacity won't feel it's benefits as much. This seems to point towards the artifact being geared towards average humans - it's been hypothesised by AMC scientists that this was a ancient magical way of creating supersoldiers.
The Spirit armour is a blue hovering sphere that when retrieved creates a protective force around the user that protects him from the vast majority of supernatural and magical attacks completely, as well as attacks that may target the user's mind. Of no practical use in a combat zone that stays out of the strange and unexplained, it is an almost essential item to bear when an agent IS dealing with the paranormal. If you find yourself operating in an area with a strong supernatural pressence, search high and low for this item as it can help keep you alive - most attacks from spirits and ghosts can bypass straight through body armour.
The Fire armour protects the holder from explosive and fire damage completely - normal armour can only protect you from only half of the damage recieved from these attacks, making this a valuable item to hold.
Super armour boosts your armour rating in Normal, Spirit and Fire to 200 - Making this an invaluable asset. It's origins are unknown, but research by AMC Scientists show it may of been created by the Cabal, a sinister Cult organisation which was prominent in the first few decades of the 20th century. Caleb (See Personal file) put this armour to great use in his battles at that time.
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